• Quentin GUITTARD

    3D Pipeline & FX Technical Director

My latest works

My latest projects

  • Z Fragrance


  • DOME


  • Mikros Iimage


  • Real Set


  • Bay-1


  • Imac Stadium


  • Short film Dérangés


  • Motion Design Fedex


  • Short film Leaf


About me

I am a creative engineer who combines scientific rigor and artistic creativity. I am interested in VFX, CGI and new technologies. My multidisciplinary studies and experiences in the field of digital imaging allow me to work with the most artistic and scientific profiles.

When I was a child, I loved drawing and watching movies like Star Wars or Lords of Rings. Over time, I discover how we can modify and create images with a computer and I really like that. So I decided to learn more about computer graphics and images processing in order to work in the VFX industry. The things I learned helped me to become a Technical Director. I love this position because I can work with artists to create complicated effects and develop new to tools to improve the studio workflow and pipeline with engineers. One day, I would like to work in a world famous studio to realize my childhood dream and work on awesome films and projects with amazing people!

Apart from work, I like sports especially biking. I have practiced basketball, tennis, soccer, badminton and boxing. I am also keen of video mapping, DIY, electronics, physics and chemistry.


2084, Z fragrance is a perfum which dresses the body to awaken sensations. A wooman with the closed face, receives an evaporation of Z fragrance, which engenders the birth of an organic garment, which propagates and wraps her body to free its senses. Through this video project, we wish to propose a fragment of a future that we have imagined. In the evolution of the human species, man has always been able to adapt to his environment and create technologies to improve his daily life. In the distant future, we imagine that men will no longer be able to feel, worn out by society. To this problem, we looked at a concept of perfume, which, by contact with the skin, would create an organic garment, an extension of the intelligent body that would dress people to awaken sensations. Concerning the soundscape, we wish to evoke a sensation of resurrection, passing from a confused and shrill universe towards harmony and appeasement. The sound accompanies our scenario by expressing birth, propagation and fusion.


DOME is a scenography project realised in 4 days with 5 classmates. The story of the play depict 4 actors on a strange planet. They live under a geodesic dome. On this planet, the rocks and living creatures are emitting light. We made a model of our scenography on a 1/10 scale. The scene is 90 cm long, 50 cm high and 60 cm deep. The dome is made of wood and the tunnels, and big rock are made of paper. The small cristals and flowers are made of tracing paper. Then we mapped our model. For this we used Madmapper and VDMX. For the dome it is a 3D mapping and for other elements it is a 2D mapping. The animations are made using After Effects.


During my internship at Mikros Image R&D, I worked on the lens calibration for the project POPART (Previz for On-set Production - Adaptative Realtime Tracking). Firstly, I developed an optical calibration command-line software based on lines of an images group (from IPOL paper : "An Iterative Optimization Algorithm for Lens Distortion Correction Using Two-Parameter Models"). Then, I developed an another optical calibration command-line software based on patterns (chessboard, circle grid, asymmetric circle grid and asymmetric CCTag grid). Lastly, I developed an OFX plugin for optical calibration with the types of patterns enumerated above (tested in Nuke 10).


This project, realised in collaboration with Ubisoft Motion Pictures and under the supervision of Adrien Herubel, 3D Expert Programmer at Ubisoft Motion Pictures (between 2011 and 2016), has as a goal the validation of 3D rendering engines from the set of data composed of photographies and renders that we have realised. For this, we have built and modelised a scene inspired by the Cornell Box. All of our researches is available on Github.


This virtual tour project is implemented in C ++, OpenGL 4 and SDL, Assimp libraries. The application consists in visiting 3D sites and in navigating between them freely. At the launching of the application, the user will be sent in a futuristic room, where he will find the " geminator " a control computer powered by the energy delivered by crystals, allowing its teleportation in a new site. The other two sites are low poly modeled, a cave and a village. The user will have to find the hidden crystals in each site to continue his journey.


Imac Stadium is a video game developed in Java, inspired by the famous Pokémon Stadium video game in order to celebrate the Pokémon 20th anniversary. Imac Stadium is a turn-based strategy game which stages a trainer who has 3 Imacs. His opponent (an AI) who has an infinite number of Imacs which are chosen randomly among a list. The goal of the game is to beat as many opponents as possible.


This is the story of a couple who is expecting a baby. Both spouses suffer from obsessive-compulsive disorders. Day after day, in a heavy atmosphere, the couple move away further and further. And one day, this is too much !


Corporate communication : What is FedEx ?


Leaf is a young fairy who puts the smile back on people's face thanks to her fairy dust and her magic wand. But one day, nothing happens as usual.