3D Modeling & Texturing
- Created all meshes from scratch (Blender then Maya).
- UV unwrapping & Substance Painter texturing.
- Bone structure and baked animations.
- Mix of low, mid and high poly workflows.
- High poly baking example: aquarium centerpiece.
My name is Ilan Lannurien, I am a French business school student at KEDGE Business School (Master in Management). I previously studied Economics and Management in Aix UNI and followed two additional tracks: an international English & business communication program and an engineering logic/programming foundation track.
At KEDGE I joined the BDA association (literally the "Bureau of Arts") as a passionate of cinema, image and music. We organizes everything that remotely can be called art. That is why, I was able to create productions both visual, such as trailers, and musical with a group of people playing various instruments. I naturally created a deep bond with video games. I've played for as long as I can remember, and that's why, when I grew up, I decided to finally create my own video game.
Beyond business and data, I love exploring, as I experimented with 3D creation (Blender, Maya, Substance Painter) and web development (JavaScript, HTML, CSS) and LaTeX, but found a true passion in C# & Unity, where art, code and interaction meet.
I am currently looking for a 6-month international internship in production, business development or project management in the videogame industry where i could fully express this childhood passion.
The video club demo is a retro-inspired interactive environment in the vibe of the video rental stores of the 90s–2000s with three connected rooms: the main rental shop, a storage room, and a cinema projection room. I wanted not only to model an environment but to make it playable by adding interactions, missions, animations and sound design, all done by myself. It took approximately 2-3 months of part-time work to complete.
Each core aspect of the demo is illustrated with an inline looping video.
Three connected rooms (shop, storage, cinema) with consistent lighting, navigation flow and interaction density. Level layout iterated to balance readability and retro clutter aesthetics.
Custom NPC with interaction prompts and branching mission steps controlling cassette retrieval and piano interactions.
Interactive cassette pickup & shelving logic with visual feedback and trophy tracking UI.
Animated keys responding to player input triggering layered sound events and unlocking narrative beats.
Inspired by VHS era palette: warm tungsten interiors, saturated signage accents, CRT glow & film grain overlays.
If you'd like to discuss opportunities, collaboration or just say hello, feel free to reach out.
Email: ilan.lannurien@gmail.com
Linkedin: linkedin.com/in/ilanlannurien/
Resume: My Resume
Number: +33750482455