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Hadrien Basch, Unreal Engine 5 Specialist
Developed by Epic Games, Unreal Engine is one of the most powerful and widely used game engines in the video game industry. It enables the creation of ultra-realistic 3D environments, complex game mechanics and immersive experiences, whether for AAA games, independent productions or virtual reality projects.
A graduate of the Mastère Spécialisé designer d'expériences immersives, interactives et ludiques in 2020, Hadrien Basch specialized in this software, becoming a freelance Unreal Engine 5 Specialist.
What has been your career path since graduating?
Right after training, I started freelancing as an Unreal specialist more intensively. GOBELINS' reputation in the professional world for the artistic and technical qualities of its graduates made it easier for me to land assignments.
I also continued to develop the game I presented when I was at GOBELINS, which I'm still working on today. It's a personal project about the French Resistance, with a historical and educational focus.
I was then hired in a Fablab as adigital space animator, where I led workshops ondigital initiation and video game creation.
After this experience, I went back to freelancing and worked for CERN, both on training employees in Unreal and creating a photorealistic rendering of the inside of the CERN tunnel.
You can create so many things with Unreal: very precise geometric objects, simulations, photorealistic renderings, fairly simple or very complex games...I often refer to myself as an "Unreal Specialist", a term I've chosen to show that I do a bit of everything.
Video games are an extremely segmented field, but I like the idea of being able to touch everything. People call on me for my versatility and for the multiple creative possibilities offered by Unreal Engine.
I also passed the certification to become a Unreal Authorized Instructor, at the beginning of 2025. It's a demanding but important certification when you want to give courses on Unreal, it's a guarantee of qualification and seriousness for employers.
Last speech of allende" game : Hadrien Basch
Why did you choose to specialize in Unreal Engine 5?
I used to use Unity a lot, but the software didn't suit me anymore. I work mainly on 3D graphics and immersive worlds, and don't do 2D at all. That's why Unreal was the obvious choice.
There's a real plus-value compared to other software in terms of technique, asset availability, engine versatility and ease of use.
What's more, many features are currently being integrated, the community is active and the business model is stable, which is not the case with Unity.
More and more major video game studios are using Unreal to speed up their productions, such as CD Projekt for "The Witcher 4".
Video game "Sabotage" : Hadrien Basch
What drew you to video games?
I've loved video games since I was a kid, but what I've always missed is the creative aspect.
When you play, you're following someone else's story. I wanted to try and tell my own story, to create my own rules.
Unreal offers infinite creative possibilities, and if you master it well, you can pretty much do whatever you want!
The rock" video game - Hadrien Basch
What do you think is the biggest mistake to avoid when starting out with Unreal Engine?
Don't hesitate to experiment with the tool. Unreal has a very hand-crafted feel to it, so it's important to let yourself navigate and find what interests you in particular.
The engine is quite complex, so you have to start small to avoid getting lost and discouraged. In my personal projects, I spend a lot of time narrowing down the scope, so it's important to keep it as small as possible to create coherence before expanding the scope of the project.
Sky Rocket Video Game - Hadrien Basch
Can you share a good memory of GOBELINS?
What I remember most was the collective emulation when we were all in the classroom working on our own projects. It was a bit chaotic but very orderly at the same time. It was really interesting to see all the layers involved in making a game or an immersive experience.
What advice would you have liked to have received when you started your career?
Don't let yourself be influenced by imposter syndrome! Even tech artists who work on "Call Of Duty" or big productions can't shake it off, so you have to accept it as a fact and keep moving forward, never telling yourself that you're lame because it doesn't make sense.
I also think it's important to identify what we like and work at it every day. It's almost a craft. When you imagine a project, you get carried away by your imagination, and then you have to invent new solutions. The project is transformed in the process.

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