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Our Story

About me

Bonjour,

I'm Damien LAURENT, a video game environment art designer with 20+ years of professional experience.

Since I started designing levels for Half-Life 1 after coming back from school, I discovered a passion for creating real-time environments and gained recognition by winning several level design competitions, including the renowned Epic Games "Make Something Unreal" contest in 2004. Additionally, I received awards in the official XIII game competition hosted by Ubisoft, which led to my hiring to work on Splinter Cell games.

Nearly 20 years ago, with an artistic background from the Supinfocom school, I began working at Arkane Studio Lyon, where I served as the Lead level architect for the creation of the cities and layouts in Dishonored 1 & 2, in addition to working as an assistant Art Director and Lead lighting artist.

These roles allowed me to design or oversee the architecture and layouts of these games, making me a key contributor to Arkane’s renowned level design in space creation.

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I also had the opportunity to work on various licenses including Bioshock 2, Wolfenstein : YoungBlood, and Counter-Strike : Global Offensive.

In recent years, I have served as Art Director for environments at Arkane Studios Lyon, having previously worked on Deathloop and now on Marvel’s Blade.

My areas of expertise cover

Environmental art direction: maintaining high-quality standards, modularity, consistency, stylization, good performance, and gameplay compatibility in content creation

Level architecture & layout creation: developing a logical and intuitive flow for players while offering high flexibility in terms of circulation options for mission designers

Urban planning & world-building: creating a coherent and iconic urban foundation, drawing inspiration from real cities and blending them with powerful fictional elements

Lighting: magnifying the game's content, helping to guide the player passively, and highlighting important gameplay elements

Environmental storytelling: telling a story and infusing it with soul and his own spirit, with the key focus on conveying the dramas of the inhabitants and presenting the right point of view

Visuals for marketing: showcasing the game at its best, using the game engine as well as actual content

Team workflows: aligning efforts where needed and encouraging interdisciplinary synergy, fostering a productive, transparent, and stimulating atmosphere for the teams

Projects

Press

© 2025 - 2026 by Damien LAURENT

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