Summary
Alexandre Paré is a technical artist with over a decade of hands-on experience blending 2D/3D animation training with pragmatic tooling and pipeline work for AAA games. He has progressed from QA and testing roles into technical design and technical art, contributing to shipped titles including Marvel's Guardians of the Galaxy and an unannounced project, and now works at Ripple Effect Studios. Comfortable working directly in maps, he regularly troubleshoots production issues and builds artist-friendly fixes across DCC tools like Maya, Blender, 3DS Max and Substance, with Python-driven custom pipelines. Familiar with first-party dev kits and engines such as Unreal and Godot, he pairs strong content-creation instincts with a history of supporting level designers and artists to keep schedules on track. An unusual strength is his QA-rooted attention to edge-case stability, which informs robust, production-ready tool and asset solutions.
11 years of coding experience
1 year of employment as a software developer
AEC, Animation 2D/3D, AEC, Animation 2D/3D at Inter-Dec College
3Ds Max essentials, 3Ds Max essentials at Centre NAD
3D, Animation, 3D, Animation at Inter-Dec (Lasalle College) 2009 - 2010
DES, Option générale, DES, Option générale at Collège l'Assomption 2003 - 2008