Pierre ➡️ GameCamp

Founder and Director

Paris, Île-de-France, France

About

I am an entrepreneur and business leader with over 10 years of experience in the tech and creative industries. I founded NOG Studio in 2017, where I built and managed a company of up to 20 employees, delivering complex projects for international clients such as Ubisoft, EA, Don't Nod and Sloclap. I designed and led the development of Menyr, an ambitious software product with a €2M budget, successfully raising €700K through a record-breaking crowdfunding campaign in France. Throughout my career, I have developed strong skills in building and leading cross-functional teams, managing significant budgets, structuring a product offering from end to end, and bridging the gap between technical and business stakeholders. My profile combines strategic vision, hands-on leadership and a solid technical background. Porte Folio : https://www.artstation.com/artist/grosjean

Experience

  • Founder and Director at Nog Studio
    Jun 2017 - Present · 9 yrs 1 mo

    https://nogstudio.com/ Founded and manage NOG Studio as a real-time graphics and Unreal Engine studio focused on high-end production across multiple industries Oversee studio strategy, production direction, client relations, and business development Lead multidisciplinary teams (lighting, technical art, shaders, cinematic, tools) across concurrent productions Define production pipelines, quality standards, and technical direction for external clients Manage recruitment, team structure, and overall operational direction of the studio Delivered production work across video games, film, advertising, and institutional projects Collaborated with major clients including Ubisoft, Electronic Arts, Cyanide, Dontnod Entertainment, and Sloclap Expanded production scope beyond gaming to cinema, advertising, aerospace, and public-sector institutions, including collaborations with the European Space Agency (ESA) and the French National Railway Company (SNCF) Flagship Project – Menyr Co-created and directed Menyr, a real-time storytelling engine combining AAA visuals with tabletop RPG systems Led the project from concept to large-scale public success, overseeing vision, production, and execution Structured Menyr as both an R&D initiative and a product-driven platform within the studio Managed cross-disciplinary teams including engineering, technical art, lighting, and design Achievements : Led Menyr Kickstarter campaign, raising over €700,000 Achieved #1 worldwide in its Kickstarter category at launch Ranked #72 globally across all video game projects on Kickstarter

  • Lighting Artist at Starbreeze Entertainment
    Jan 2023 - Jun 2025 · 2 yrs 6 mos

    Joined during the final stages of production to help address challenges related to lighting and rendering workflows Collaborated with the team to review, refine, and optimize the full production pipeline, including lighting, shaders, and PBR workflows Contributed to the restructuring and stabilization of real-time rendering and material workflows for improved consistency and efficiency Once the pipeline was established, implemented final lighting across environments to enhance visual quality and artistic direction Worked closely with cross-disciplinary teams to align technical constraints with the project’s visual targets and production needs

  • Lighting Artist at Cyanide
    Dec 2022 - Jun 2025 · 2 yrs 7 mos

    Rejoined the studio several years after the original collaboration, specifically brought back by the team to contribute to the next installment of the franchise Worked on Styx: Blade of Greed, continuing my involvement on the series after Styx: Shards of Darkness Built and structured the full environment lighting pipeline for both gameplay and cinematic production Defined and implemented lighting workflows across environments, ensuring scalability, consistency, and production efficiency Led lighting direction for in-game environments and cinematics, establishing mood, readability, and visual identity Contributed to the overall technical environment pipeline (tools, workflows, and integration with production constraints) Collaborated closely with environment and cinematic teams to align artistic vision with real-time engine performance and production

  • Unreal Teacher at LISAA - L'Institut Supérieur des Arts Appliqués
    Sep 2021 - Jun 2025 · 3 yrs 10 mos

    Taught Unreal Engine (Lighting, Tech Art, Shaders, real-time workflows) with an industry-focused approach Mentored students on production pipelines, standards, and portfolio development Supervised full project cycles from concept to final real-time production Supported career preparation, recruitment, and industry integration Supervised student productions with a focus on lighting, visual quality, and technical execution Contributed to the design of an AAA-aligned curriculum and teaching structure Achievements : Supervised Résonance, awarded Game of the Year | Console & PC (2025) by The Rookies 1841: Shirinsky, winner of the Excellence Award by The Rookies | Console & PC (2023) by The Rookies

  • Lighting Artist at Criterion Games
    Jan 2022 - Dec 2022 · 1 yr

    Created and refined lighting for night-time environments on Need for Speed Unbound Focused on atmosphere, mood, and cinematic urban lighting in an open-world environment Enhanced visual readability and environmental storytelling through dynamic lighting setups Collaborated with art and technical teams to maintain visual consistency and performance targets throughout production