Hello! I'm Maxime Lebled (but please just call me Max). I'm a 3D animator for video games.

And, most importantly, you can get in touch with me at ml.maxofs2d@gmail.com. Here's my demo reel!

It's roughly divided into three sections: characters/creatures, first-person, and cinematics (SFM).

You can alternatively download my reel (right-click, save as):

Here are additional notes for each bit presented:

  1. Dota 2, Furryfish courier: complete video here.
  2. Dota 2, Bearzky courier: complete video here.
  3. Dota 2, Ward of the Phoenix: complete video here.
  4. Dota 2, Serac the Seal courier: a physics simulation was used for the gift box in the death animations.
  5. Wrack: I animated and rigged the 5 weapons of the game. I've published a full, separate reel which showcases almost every first-person animation. And here's the game's page on Steam.
  6. Rust: I animated and rigged all first-person models during the alpha phase of the game.
  7. 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.
  8. Enigma's Exasperation: was selected by Valve's jury, and was awarded $20,000. Full video here.
  9. 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.
  10. What does a hero truly fear?: 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.

For my Dota 2 animated shorts, I use the Source 2 engine 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 editing and post work. I get assistance provided by other game artist friends, e.g. for extensive modifications to characters' models, new props, etc.