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Cyril Masquillière

Game Credits

Programming/Engineering

Tom Clancy's Ghost Recon: Future Soldier (2012)   (Technical Director)
Tom Clancy's Splinter Cell: Double Agent (2006)   (Graphic Technical Director)
 

Art/Graphics

Watch_Dogs (2014)   (Senior Technical Art Director)
Driver: San Francisco (2011)   (Technical Art Lead)
Red Steel 2 (2010)   (Senior Technical Art Director)
Tom Clancy's Splinter Cell: Double Agent (2006)   (Character Modelling)
Top Gear RPM Tuning (2004)   (Lead Artist)
Monaco Grand Prix Racing Simulation 2 (1998)   (2D Artists)
F1 Racing Simulation (1997)   (2D Artists)
POD (1997)   (2D Artists)
The Smurfs Travel the World (1996)   (Additional Graphics)
Val d'Isère Skiing and Snowboarding (1994)   (Additional Graphics)
 

Thanks

Tom Clancy's Splinter Cell: Double Agent (2006)   (Special Thanks)
Sean Dundee's World Club Football (1997)   (Special Thanks)
 


Developer Biography

After leaving the dark side of demo making on Amiga (Paradox, Quartex,...), I learned Global and Product Design at ESDI (French design school)... Advanced computer graphics had just begun to be accessible, and my previous experience in pixel drawing on Amiga allowed me to reach a professional game development team in the company Virtual Studio near Paris (Ex Loriciel). During those 2 years I had work on several projects. "Val d'Iseres Skiing and Snowboarding" for Jaguar published by Atari was my first contribution to game development. I had also worked on "Smurfs 2" for Infogrames on SNES and Megadrive.

I left Virtual Studio to reach French army. During one year, I was in charge of gfx design for a multimedia project (SIAM). We release 5 different learning games using precomputed 3D.

I reached the UBI SOFT's simulation department in 1996 to work on POD as an artist. I contributed also to F1 Racing Simulation as Lead Artist and F1 Monaco GP as a sfx artist and graphic consultant. During one year I'd work closely with the brand new Romanian GFX studio of UBISOFT in Bucarresti. I finally reach the Graphic R&D studio in Paris and lead a fundamental research artists team.

I left UBI in 2000, to work as Gfx R&D manager for Microïds.

Last updated: Dec 07, 2002