Also Known As
- Thiery Doizon
|Conflict Zone (2001)||(Multiplayer Map Designers)|
|China: The Forbidden City (1998)||(Design)|
|Deus Ex GO (2016)||(Art Direction)|
|Hitman: Sniper (2015)||(Artistic Direction)|
|Lara Croft GO (2015)||(Art Director)|
|Deus Ex: Human Revolution - Director's Cut (2013)||(Concept Artists)|
|Deus Ex: Human Revolution (2011)||(Concept Artists)|
|Deus Ex: Human Revolution (Augmented Edition) (2011)||(Concept Artists)|
|Prince of Persia (2008)||(Concept Artist)|
|Enemy Territory: Quake Wars (2007)||(Additional Art)|
|PhysX Extreme Unreal Tournament 3 Mod-Pack (2007)||(Concept Art)|
|The Red Star (2007)||(Additional Art)|
|Vexx (2003)||(Additional Art)|
|Extreme Ghostbusters: Code Ecto-1 (2002)||(Graphic Artists)|
|Conflict Zone (2001)||(Graphic Designer)|
|Inspector Gadget: Advance Mission (2001)||(Graphic Artists)|
|Street Tennis: The Next Generation Champions (2001)||(Characters and Courts Design)|
|Warp (2012)||(Trapdoor Team)|
|Assassin's Creed (Director's Cut Edition) (2008)||(Assassin's Creed Additional)|
|Assassin's Creed (2007)||(Additional)|
Thierry Doizon, a.k.a BARONTiERi, attended both the European Design Institute (FR) and the Kent Institute of Arts & Design (UK), graduating with honors with a B.A. degree in Industrial Design and Interior Architecture. He fell into the weird world of videogames in 1995, and has worked for different companies such as Acclaim Studios, Splash Damage, Ubisoft and now Eidos Montreal.
At the same time, he’s been working on a diverse array of personal projects including illustrations, matte paintings and comic books, and has been invited to speak at various workshops and conferences (Disney Imagineering, ADAPT, Ubisoft Campus, The Gnomon Workshop and Massive Black).
Thierry currently works as a senior Concept Designer/ Art Director, and has participated in the development of The Red Star, Assassin’s Creed, Prince of Persia and Deus Ex III.
He is also a co-founder of STEAMBOT Studios, a collective of artists dedicated to creating, inspiring and pushing the boundaries of concept art.
Last updated: May 01, 2008