Hello! I'm Maxime Lebled. I'm a 3D animator for video games.

I've done work for Valve, Nightdive Studios, Facepunch Studios, and many other clients.

You can get in touch with me by writing to contact@maximelebled.com.

This is my latest "highlight reel".

Read more detailed notes on each shot here: 2020 highlight reel notes

My demo reel is roughly divided into three sections: characters/creatures, first-person, and cinematics (SFM).

Alternatively, it can be downloaded here: HEVC / H.265 (70 MiB), or AVC / H.264 (100 MiB)

Here are additional notes for each bit presented:

  1. Dota 2, Furryfish courier: complete video here.
  2. Wiles of the Wisp: finalist in the 2018 Dota 2 Short Film Contest. Full video here.
  3. Dota 2, Bearzky courier: complete video here.
  4. Dota 2, Ward of the Phoenix: complete video here.
  5. Dota 2, Serac the Seal courier: a physics simulation was used for the gift box in the death animations. He's up on Sketchfab, with (almost) all of his animations.
  6. Wrack: I rigged and animated all weapons (as well as a few enemies). I've published a full, separate reel which showcases almost every first-person animation. And here's the game's page on Steam.
  7. Rust: I animated and rigged all first-person models during the alpha phase of the game.
  8. Enigma's Exasperation: was selected by Valve's jury, and was awarded $20,000. Full video here.
  9. Seven Sticks of Dynamite: after Valve referred them to me, Red Bull Records commissioned me to recreate and adapt a music video from the label's biggest band, AWOLNATION. You can see the full video here, and I've also made a breakdown video about the project.
  10. Lanaya is mine: was selected by Valve's jury, then won first place in the community vote (which took place in the game's main menu), and was awarded $25,000. Full video here.

My Dota short films use the Source 2 version of the Source Filmmaker, which is a sort of hybrid between a Maya-lite, animation-focused program, and a game engine cutscene tool. I do all of the animation work myself (whether it's keyframe-based, mocap-based, or remixing existing in-game cycles then animating over them), as well as all of the lighting, editing and post work. I get assistance provided by other game artist friends, for extensive modifications to characters' models beyond my scope, new props, etc.