Marilyn Girard

Team Lead Artist @ Frima

About Marilyn Girard

Marilyn Girard is a Team Lead Artist with over a decade of experience in the game industry and additional experience in the website industry. She has worked for notable companies including Ubisoft, Sarbakan, and Frima, and possesses expertise in various digital art tools.

Current Role as Team Lead Artist

Marilyn Girard currently holds the position of Team Lead Artist at Frima, where she has been employed since 2020. In this role, she oversees a team of artists and contributes to the development of various projects. Her leadership is instrumental in guiding the artistic direction and ensuring the quality of visual elements in the games produced by Frima, a company based in Quebec, Canada.

Previous Experience at Frima

Before her current role, Marilyn Girard worked at Frima as a Senior Environment and Texture Artist from 2016 to 2017. During her tenure, she focused on creating detailed environments and textures that enhanced the visual storytelling of the games. This experience laid the groundwork for her later advancement to Team Lead Artist.

Career at Sarbakan

Marilyn Girard worked at Sarbakan in two capacities. She served as a Team Lead Artist from 2018 to 2020, where she directed artistic projects and managed a team of artists. Prior to that, she was employed as a 3D Artist from 2017 to 2020. Her time at Sarbakan contributed to her development as a leader in the gaming industry.

Education and Expertise in Digital Art

Marilyn Girard studied at Icari, where she focused on 2D and 3D Animation, achieving a Diploma of College Studies (DEC) in 2002. She possesses extensive expertise in various digital art tools, including Photoshop, Substance Painter, 3dsmax, and Zbrush. Additionally, she is skilled in advanced software such as Mudbox, Softimage, and Illustrator, which she uses for digital art creation.

Experience in the Game Industry

Marilyn Girard has over a decade of experience in the game industry, with a career that includes significant roles at Ubisoft as a Texture Artist from 2007 to 2015. Her background encompasses both 2D and 3D animation, along with skills in unwrapping and concept illustration. This diverse experience has equipped her with a comprehensive understanding of the artistic processes involved in game development.

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