Concept artist, art director, educator.
Building the school I wish I had.
I grew up in the south of France, dreaming about making video games.
I joined a 3D school young. I learned the production pipeline, how games are actually built. But somewhere in that process, I realized I didn't want to produce. I wanted to be the person who brings ideas to the table. The one who paints the first image of a world before anyone else sees it.
So I trained myself. YouTube tutorials, online breakdowns, painting every night after class. Nobody was teaching concept art the way I needed to learn it.
My first real job was at Blur Studio, where I worked on various projects, including early work on what would become Love, Death & Robots.
After that, the projects kept coming. Quantic Dream. League of Legends cinematics. Marvel. Each one pushed me further into understanding not just how to paint, but how visual storytelling actually works at the highest level.
Then I joined Terraform Studios as Art Director, where I art directed Marvel 1943: Rise of Hydra and Wayfinder, and led teams across unannounced AAA projects, from sci-fi shooters to MMORPGs. I hired dozens of artists. I directed dozens more. I saw firsthand what separated the ones who made it from the ones who didn't.
In parallel with all of this, I spent eight years building a concept art program at a school in Paris. I pitched the idea from scratch: let me create the best concept art education in the world.
We did. That program won Rookies School of the Year five consecutive times. I trained seven generations of students. Over a hundred of them landed their first jobs at AAA studios.
But I always felt the format was limiting. The school operated within constraints I couldn't change. The space wasn't designed for what I wanted to build. The structure wasn't radical enough.
ConceptCore is what happens when I remove every constraint.
A physical space in Paris that doesn't look or feel like any school you've seen. Instructors who are actively shipping the projects you see in theaters and on your screen. A mentor assigned to you personally, for three full years. A skill matrix that tracks your growth across 24 dimensions every single week.
I built this because I know exactly what it takes to get from where you are to where you want to be. I've done the journey. I've directed the artists. I've trained the students. And I've seen every mistake, every shortcut that doesn't work, every gap that traditional education leaves unfilled.
This is the school I wish I had when I was starting.
Every concept art school teaches you techniques. We're building something different. A place where you don't just learn to paint. You learn to think like the people who create the worlds you grew up in.
30+ active industry specialists rotating through your classroom every two weeks. One permanent mentor watching your growth for three years straight. A private skill matrix tracking 24 dimensions of your artistic development. And at the end, a portfolio built under the same pressure and standards as a real studio.
Paris. September 2026. The first intake.
Applications close May 15, 2026. Year 1 or Year 2 entry by portfolio.