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David Pellet · Creative Art Director
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Case study · AAA Art Direction

Assassin’s Creed Valhalla
Wrath of the Druids

Full visual leadership of the expansion at Ubisoft Bordeaux—from the initial art-direction framework to daily on-floor direction across every art discipline, final implementation, and the worldwide marketing key art developed with Ubisoft Montreal.

Public shipped environment artwork from Assassin’s Creed Valhalla: Wrath of the Druids
Building a distinctive Ireland inside an established global franchise.Public shipped artwork. Internal direction decks, reviews and production documents are not reproduced.
RoleArt Director
StudioUbisoft Bordeaux
LeadershipDirect on-floor management of the complete art team
Core partnersProduction: Olivia Forni · Nicolas Freeman
Graphic Technical Direction: Philippe Trarieux “Bob”
Extended scopeFinal marketing visual direction with Ubisoft Montreal

The mandate

Own the visual identity from concept to campaign.

My responsibility was not limited to environment supervision or final visual approval. I owned the artistic direction of the expansion as a whole: defining the identity of Ireland, translating that identity into executable direction for each department, directing the art team daily on the production floor, aligning priorities with production, working daily with Graphic Technical Director Philippe Trarieux “Bob” to translate the vision into the game engine, and protecting the direction through final delivery.

The central challenge was to create a territory that felt immediately new and memorable while remaining fully credible inside Assassin’s Creed Valhalla. Every discipline had to contribute to the same world: landscape, architecture, materials, characters, lighting, atmosphere, VFX, technical solutions and marketing representation.

Confidentiality

Internal art-direction decks, benchmarks, review packs, production notes, paintovers and iteration documents remain confidential and are not displayed. This page describes their function, the leadership process and the public result without reproducing proprietary material.

Art-direction scope

A unified vision across every department.

I converted the creative ambition into a shared visual system, then adapted the direction to the language, constraints and decisions of each discipline.

01 · World

Territory & Environment

Overall identity, environmental contrast, biome hierarchy, landmarks, regional differentiation, composition and player-facing visual readability.

02 · Built World

Architecture & Materials

Historical coherence, settlement language, structural families, material contrast, surface vocabulary and consistency between buildings and landscape.

03 · Narrative

Characters & Factions

Character identity, silhouette, cultural readability, iteration reviews, visual hierarchy and alignment between narrative intent and final design.

04 · Atmosphere

Lighting & VFX

Mood, time-of-day identity, visual focus, weather, ritual atmosphere, supernatural restraint and clarity during gameplay and cinematics.

05 · Production

Level, Terrain & Technical Art

Artistic intent translated into playable locations, terrain structure, asset reuse, technical constraints, performance considerations and scalable solutions.

06 · Communication

Direction Documents & Reviews

Department-specific direction packs, references, benchmarks, paintovers, comparisons, briefs and daily review material used to turn intent into actionable decisions.

Leadership & core partnerships

The team I directed—and the partners who helped make the vision executable.

The artists and leads listed below were under my direct artistic direction during production. I worked with them in person on the floor through daily reviews, visual feedback, problem-solving, milestone preparation and final validation. Alongside this direct leadership, Philippe Trarieux “Bob” was my daily technical partner, helping translate the artistic direction into robust in-engine implementation.

Direct Art Team

Lead ArtistAlexandre Lutz
Concept ArtArnaud Kleindienst, Lucas Leger
Level ArtCorentin Marquet, Nicolas Gorszczyk, Natanael Millet, Raphael Thiessard, Anthony Lemetayer, Jerome Rajcek, Quentin Donnaint, Cristel Mrowka
Lighting ArtLaurent Harduin, Ines Helmer
Technical ArtJoao Pereira Lemos Costa, Gery Arduino
Terrain ArtRobert Farrand
VFX ArtHugo Marouzé, Anaïs Riff
Material ArtLudovic Petiot

Core Production & Technical Partnerships

Graphic Technical DirectorPhilippe Trarieux “Bob” — daily partner for translating the artistic vision into the game engine and helping establish practical technical solutions for implementation.
ProductionOlivia Forni, Nicolas Freeman
Working modelContinuous collaboration on artistic intent, engine implementation, technical feasibility, priorities, dependencies, milestones, quality targets and delivery risk.
Art / Production balanceProtect the artistic ambition while ensuring that decisions remained executable within schedule, technology and resource constraints.
Leadership outcomeA common visual target shared across departments rather than a collection of independently successful assets.
Art direction was delivered through direct human leadership: sitting with artists, reviewing their work in context, clarifying the intention, making decisions and helping teams solve the visual problem without taking ownership away from them.

Public shipped work

The visible result of a shared direction.

These public images demonstrate different parts of the finished visual identity. They are team-produced work shown here as evidence of the direction, not as claims of individual asset authorship.

Marketing Art Direction

Extending the game’s identity into a global campaign.

I completely directed the final marketing visuals in direct collaboration with the Ubisoft Montreal team. My role was to ensure that the campaign did not become a generic fantasy image, but remained a concentrated, immediately readable expression of the expansion’s actual visual identity.

I guided the composition, character staging, environment, monumentality, atmosphere, lighting, narrative clarity, visual hierarchy and the controlled suggestion of the supernatural. I then supervised the adaptation of the final composition across landscape, square and vertical formats.

PlaceMake Ireland visually present through landscape, vegetation, moisture, scale and color.
ThreatCommunicate the Children of Danu as a ritual and cultural danger, not generic enemies.
MonumentalityUse ancient structures and environmental scale to imply history, mystery and weight.
RestraintTease the fantastic without explaining or revealing everything in a single image.
Wrath of the Druids final landscape marketing key art
Final landscape key artDirectly art-directed by David Pellet with the Ubisoft Montreal team. The full original frame, logo and legal information are preserved.

Project credits

A collaborative production under a unified art direction.

Final assets were created collaboratively. The credits below distinguish overall art direction, direct departmental leadership and production partnership.

Art Direction

David Pellet

Cinematic Director

Olivier Fleurette

Lead Artist

Alexandre Lutz

Concept Art

Arnaud Kleindienst, Lucas Leger

Level Art

Corentin Marquet, Nicolas Gorszczyk, Natanael Millet, Raphael Thiessard, Anthony Lemetayer, Jerome Rajcek, Quentin Donnaint, Cristel Mrowka

Lighting Art

Laurent Harduin, Ines Helmer

Technical Art

Joao Pereira Lemos Costa, Gery Arduino

Terrain Art

Robert Farrand

VFX Art

Hugo Marouzé, Anaïs Riff

Material Art

Ludovic Petiot

Graphic Technical Director

Philippe Trarieux “Bob” — David Pellet’s daily technical partner for in-engine implementation of the art direction.

Production

Olivia Forni, Nicolas Freeman

Marketing Collaboration

Ubisoft Montreal team — final key-art production under David Pellet’s direct visual supervision.