Sébastien Volpe, arms crossed, wearing a VFX Side T-shirt

Biography

From an Amstrad CPC 464 to VFX

A self-taught path, over ten years of software development, a career change into visual effects in 2017, and a drive to pass on what I know.

Background

Experience and education

Experience

  1. 2025 – 2026

    Instructional designer and Houdini mentor — Institut Artline freelance, remote

    • Author of the entire “Environment in Houdini” module (March – December 2025), used in the third year of the Bachelor I3D and in the Master's program: learning path, curriculum, exercises and briefs, course materials, grading rubric, and the shooting and editing of the 155 videos (procedural approach, environments, HDAs and Python, introduction to Unreal Engine 5.6).
    • Mentoring the module in both the Bachelor and the Master's program: live video sessions, weekly grading of student work, running the remote class, debugging, and progress tracking.
    • Mentoring sessions in the third year of the Bachelor I3D: January – February 2026 and November – December 2026.
  2. 2025 – 2026

    Founder of VFX Side

    • Creating and publishing online courses on Houdini, Unreal Engine 5, and Python for VFX.
    • Business closed in 2026; the VFX Side YouTube channel carries on with free tutorials.
  3. Oct 2022 – Jan 2024

    Visual Effects Artist — Ubisoft Paris Studio permanent contract · Rainbow Six Tactics

    • Rainbow Six Tactics (announced at Gamescom 2026): created the Houdini asset destruction tool used on the game, with automatic export to the game engine; early versions of the VFX.
    • Procedural Houdini tools for the art and technical teams: HDAs, Python scripts, Viewer States, and custom radial menus.
    • Early versions of the real-time VFX: particles, destruction, secondary effects.
    • Collaboration with the Tech Art, Level Design, and Gameplay teams; debugging, optimization, and documentation of tools for the pipeline.
    • Day to day: Perforce, Jira, Substance Designer, and Python.
  4. Aug 2011 – Jan 2020

    Software designer, full stack developer and graphic designer — Synergie-Cad

    • In-house software in C#.NET, SQL Server, and ASP.NET; web interfaces (HTML5, CSS, JavaScript, jQuery) for business tools.
    • Software architecture, performance optimization, requirements analysis with business teams and clients, production deployment.
    • Trained interns; secretary of the health and safety committee (CHSCT) for 4 years.
  5. 2001 – 2006

    Stock clerk at Carrefour (Monaco), then temp assignments

Education

  1. 2020 – 2022

    Bachelor Game Artist — Institut Artline

    Jury commendation for the best project. Projects: Strange Doctor, Mu'Ori, Space Warp.

  2. 2017 – 2019

    Master's program in 3D Animation and Digital Special Effects — Institut Artline

    Digital Visual Effects Supervisor level. Graduation project, awarded the “Jury's Favorite”: a spaceship crashing on a hill, then exploding (Houdini, rendered in Clarisse). Other projects: simulated ocean and river, procedural asteroid (Houdini, Clarisse), Stargate, building generator (Houdini, Unity).

  3. 2011 – 2012

    Level II professional certification, Software Designer-Developer — AFPA

    Comparative Evaluation for Studies Done Outside Québec (MIFI, 2024): skills at the level of a French bachelor's (licence) or master's (maîtrise) degree. Document available on request.

  4. 2009

    Level III professional certification, Software Developer — AFPA

  5. 2006 – 2007

    Level IV professional certification, Electronics Industrialization Technician — AFPA

Certifications

20 certifications in Houdini and VFX, AI and data, cybersecurity and networking: see the details.

Early days

It all started when I was 11, discovering BASIC on an Amstrad CPC 464. Ever since, my fascination with technology and creation has never left me.

A self-taught path

My schooling was unconventional. After a difficult time in traditional school, I stopped after the middle school diploma. From 18 to 27, I went from one job to the next: warehouse handler, stock clerk at Carrefour in Monaco, temp worker, sales team member, then video game salesperson at Fnac.

Going back to school

At 27, I went back to school at AFPA. To get into a software development program, I first earned a level IV professional certification as an electronics industrialization technician (2007), then a level III certification as a software developer (2009, equivalent to two years of higher education).

Two years of waiting followed before the next program. I put them to good use as a self-employed developer, building websites and maintaining databases for various clients. Then, in 2012, I earned the level II certification as a software designer-developer (equivalent to four years of higher education), to deepen my knowledge of software architecture, advanced development, and project management.

Over eight years of full stack development

From August 2011 to January 2020, at Synergie-Cad, I designed, developed, and maintained in-house software and web applications (C#.NET, SQL Server, ASP.NET, HTML5, JavaScript), working directly with business teams and clients. I also trained interns there and, for four years, served as secretary of the health and safety committee (CHSCT): organizing mandatory training (fire safety, first aid…) without disrupting production.

VFX

In 2017, I began my career change into VFX. During my last two years as a software designer-developer, I took Institut Artline's Master's program in 3D Animation and Digital Special Effects (Digital Visual Effects Supervisor level) from 2017 to 2019, on top of my full-time job. I was admitted directly into the 3D VFX specialization (now Creature FX) thanks to what I had taught myself. Since the school is 100% online, my days were devoted to my job, and my evenings and weekends to VFX. I graduated in 2019 with the “Jury's Favorite” distinction: something I'm immensely proud of.

I then left my job to continue my training: Institut Artline's Bachelor Game Artist (2020–2022), which I completed with a jury commendation for the best project.

I then joined Ubisoft Paris Studio. From October 2022 to January 2024, as a Visual Effects Artist on Rainbow Six Tactics, I combined development and visual effects. I created the game's Houdini asset destruction tool, with automatic export to the game engine, and produced early versions of its VFX. More broadly: procedural Houdini tools (HDAs, Python, Viewer States) for the art and technical teams, and early versions of the real-time VFX (particles, destruction), working with the Tech Art, Level Design, and Gameplay teams.

Making VFX accessible: artistic and technical VFX for everyone.

A teaching approach born from experience

Teaching has always appealed to me. Throughout my own studies, I noticed that difficulties don't come only from the complexity of the subjects, but also from methodological obstacles that slow down learning. Watching other students get stuck, one question became unavoidable: how could I teach differently to avoid these pitfalls?

My answer was an iteration-based method inspired by the Agile methodology. Each concept is introduced gradually, in cycles, so the complexity is absorbed step by step without slowing progress. Learners have a stable, adaptable structure and can learn with peace of mind, without being overwhelmed by unnecessary difficulties.

VFX Side

It's in this spirit of sharing that I founded VFX Side, to publish tutorials and online courses in French and English. See the Houdini module I created for Institut Artline.

Since 2025, as an instructional designer and Houdini mentor, I've been the author of the entire “Environment in Houdini” module, used in the third year of the Bachelor I3D and in the Master's program: learning path, exercises, course materials, and 155 videos that I shot and edited. As the module's mentor in both the Bachelor and the Master's program, I'm leading the next session in the third year of the Bachelor starting in November 2026. I have also published online courses on Houdini, Unreal Engine 5, and Python for VFX. Currently in Montreal, I'm continuing my training at Rebelway in generative AI, machine learning, and C++. The free tutorials remain available on my YouTube channel, true to my original mission: making learning VFX as clear and accessible as possible.

Away from the screen

When I'm not in front of a screen, you can find me practicing martial arts, playing music, or out hiking. My path is driven by a single desire: to learn and to pass it on, while exploring new ways to push the boundaries of digital creation.

Comparative Evaluation for Studies Done Outside Québec (MIFI, 2024): bachelor's or master's level Document on request

Let's stay in touch

Questions about FX, tools, or a course? Write to me.

sebastien.volpe@gmail.com