Radical Relativty - Museum de la Bande Dessinée - Angoulême . 2026
This piece was created as part of a group exhibition: Maison Rutabaga. It is a reinterpretation of "Relativity," a spiral narrative created for Rutabaga Editions in 2014.
This work aims to strike a chord with your sensitive side by allowing you to physically immerse yourself in the history of our universe. Graphic shapes stand out against a dark canvas and reveal what we know and imagine about the physical phenomena at work.
This artistic vision was developed as an environmentalist and universalist ode, weaving together links between art, science, and politics.
It is a reinterpretation of the endless, manipulable comic strip Relativité, 2014. The cosmogony specific to the narrative gave pride of place to the imagination. Now, it is research in cosmology that catalyzes this creative logic. What lies beyond the horizon of this world? We observe a circumscribed space, constrained by rules (physical, ideological), but the limit is just as much that of our imagination. We can think beyond our knowledge and rediscover enchantment in unsuspected territories.
In the sky as on Earth.
Thank you to Olivier Crépin for allowing me to bring my explorations to life.
Thank you to Thierry Contini, astrophysicist, and Alain Blanchard, cosmologist, for their precious time and unique perspectives. Thank you to Pierre Lopez for putting me in touch with them.
Work created with inspiration from the words of Aurélien Barrau, Jean-Clet Martin, and Corinne Morel Darleux.
"I contemplate the results of a rare but expected physics among infinite possibilities. I myself am the result: a conscious memory of 13.8 billion years. Of everything I cannot escape (my body, our biosphere, our universe), I must coexist with universal sympathy, to the point of feeling part of it. This affects me with the most beautiful of vertigos: wonder. Let us see the cosmos in its entirety: let us seek to think of it far beyond our ability to survey or explore it. What cannot be observed can nevertheless be conceived. Let our reason run wild in these extreme conditions. Let the sublime penetrate our sensibility. Let our creative delusions lead us to unimagined, improbable, or even impossible territories. For this is the key to all actualization. Our theories open the way to possibilities. And when possibilities exist, then limits e x p a n d and hope is immense. These theories that Man sketches out, whose fantasy sometimes meets elegance, could be part of those magnificent dead ends that dot the graveyard of futures. Paradoxes invite us to challenge our reasoning, to shake up our assumptions. This allows us to see our surroundings with fresh eyes. Nevertheless, I cannot help but draw parallels between our history, that of the living and our deadly model, and this History. I oscillate between finitude and infinity, between universal dreams and suicidal vicissitudes. There is the end of this world, as we know it, and the beginning of other worlds, of becoming, of chaos. I think of diversity beyond the horizon. I think of what our world could have been, of the strange, of the foreign. Let us seek out these glimmers, however tiny, to rebuild a horizon. The present is constantly relegated to the past, but necessary futures shine brightly."
KallaX - Unexpected studio . 2023
Under Liam Devin's direction, I join the team in the early dev days. I rework the logo and create the illustrations to communicate (Steam page, social network and a mousepad for instance).
I am in charge of the user interface and some 2D animations such as the appearance of game start and end notifications.
Kallax is a coop game from 2 to 6 players, whete you should build and deliver fournitures in a finite time. One of the player is in chare to share the instructions as clearly as he can in a more and more chaotic setting!
Genesis Noir - Feral Cat Den . 2020
Evan Anthony, art director of Genesis Noir, came to me to collaborate on the creation of illustrations that appear when a non-level is discovered. His desire was to make these "dead ends" rewarding.
Integrated by Jeremy Abel, programmer, they are presented with parallax.
Evan provided me with a lot of artistic references to ensure a vision similar to his. It was from the titles of some of the non-levels that I had to be a force of proposal. My concepts were both direct references (Camille Flammarion) and poetic figurations. He would then tell me which track(s) to pursue before going back and forth until I had the elements needed for them to integrate into a 3D scene.
You can see some examples of the process and a selection of screenshots of the game, where my work is visible.
Many thanks to Evan for his trust. With all my admiration for their work (whose development I was following from 2018). Go and play this wonderful fable about the Universe; which is simply the game I dreamed of.
looK INside - unxpected . 2019 2020
With Lauriane Aveline, creative director, and Ambre Lacour, gameplay programmer, we created this original point and click whose second chapter is out.
looK INside is a narrative game 2.5D based on the interactions that the player performs in a book summarizing in pictures and texts the life of a french family at different times and periods in the life of its members.
Its concept and interactions result from our teamwork. I was in charge of the whole visual aspect: sketches, art direction, illustrations, 2D animations (knowing the following chapter has already been started).
Murmures aux archives - Archives Nationales of paris . 2020 2021
photographs Caroline Guiraud
at archives nationales - pierrefitte-sur-seine
metro Saint Denis Université
At the Archives Nationales, four artists: Sarah Ayadi, Olivier Crépin, Pilau and Audrey Hess, create a comic in situ : stories whose writing as well as reading are closely determined by the topography, physical characteristics and nature of the place. Stories unfold on walls, floors, ceilings, even in furniture or through space, while undoubtedly remaining comic book stories: based on the sequentiality of images. each excerpt is conceive as a real narrative gain for the story it carries.
Thus, new elements of grammar are added to the palette of the comic writing: the spacing between boxes, their heights, their sizes, their locations, which call for postures, rythm and modalities of reading involve the reader's body as much as his eyes alone.
By taking the comic out of the book, using the walls, glass, furniture as a support, we set ourselves a challenge: write and lead a story mobilizing comic book reading skills outside the environment in which they are usually deployed, a story that can be read not only with the eyes but with the whole body. Therefore it is a question of inventing a new experience of reading comics.
teaser dWARf - unexpected studio . 2017 2019
In adition to my work as the lead 2D concept artist on dWARf video game -from concept art to ui- i illustrated and animated 2 teasers. The first one was done for Paris Games Week 2017, and the second one for the game release in early 2019.
I went from the script written by our creative director and manage the pre-production, the production and the compositing by myself. then voice and sound were added. For the second teaser, produced in a short period of time, i was assited by Louis Mesnard, in trainning, on pre-production and compositing!
dWARf - unexpected studio . dec 2016 to janv 2019
Following my freelance work on unpredictable, i join the new unexpected studio in Montpellier, France at the end of 2016.
Most of my work consist of working on the arenas concept art and the UI (launcher, menus, in game ui...). i have to give life to the project manager ideas and make them readable and interesting for the 3D team.
Also, i am in charge of others various graphic assets we can need for communication purpose (banner, emailing, web site).
20 minutes . from 2013 to now
In 2013, soonsoonsoon collaborates with 20 minutes for the "now future" category where I illustrate a couple of articles.
I have since illustrates "20 minutes for havas", which retraces the uniqueness of their media experience.
Their visions lectures retrace future trends, innovations and perspectives. in 2016, 300 marketing, advertising and communication professionals came to fill up with ideas. for the second year in a row, i had the pleasure of illustrating notebooks and tote-bags, as well as accompanying speeches with these same collages projected on the stage.
A special thank you to Anne, Katja and Nathalie for their sympathy and their trust!
EESI . 2014
A participant in the simulation of a long space travel suffers every day from the experiences he undergoes. disappointed not to be able to take part in the real journey, He realizes that this adventure will be the only way to approach the stars so closely, without never reaching to them.
Designed and produced this interactive story of approximately 25 minutes in a few months, in parallel with other projects. It was the first time that i used a software suitable for creating content such as video games, construct 2, and quickly understood its mechanics.
Thank you to Hervé Jolly for his attentive eye and his essential knowledge!
relativité . 2014
"relativity is a story conceived in a spiral and offering an infinite story. this true experience of time, served by the elegant graphics of audrey hess, is to be constructed by the reader."
EESI . 2014
101 pages, in design and construction
In astronomy, the event horizon represents the non-tangible surface of a black hole, beyond which matter and light cannot escape. This title also evokes the overview of fictional events which will allow us to touch on the major concepts emerging from the history of astronomy, which have fascinated so many artists and men.
This writing and layout work invites you to move through time and space (any idea being expressed in a specific context), to discover new horizons, on the condition of taking the risk of getting lost and of having the humility not to want to confirm or deny the beliefs or paradigms that have followed one another.
The stories are grouped into C chapters: life and consciousness, overview effect and limits. they follow the evolution of my point of view during the acquisition of my own knowledge.
human in space art . 2015
Since the end of my schooling I am deeply interested in space and art: when I learned of the existence of this human in space art challenge, I made sure to produce an entry on time.
My desire was to invite the spectators to notice some of the incredible achievements initiated by space, science and technology, without ignoring the difficulties (mental, material, ecological) which these fields can meet, because they are quite often key to progress.
I created realistic or schematic illustrations, to touch both the mind and the heart, with dynamic animation to attract attention.
FRAC linazay . 2014
There is data that remains. astronomy is a magnificent field. past or present projects, through human innovations to gain access to this knowledge, I have brought together extraordinary facts and data that this science has brought to light.
The exercise was exciting because I had 2 and a half days to do it, between the delivery of the material and the trip to the exhibition site. I therefore did not have time to find and install a projector, and had to find an efficient way to make my sketch in real size: after having defined the shape of the plates, i squared each one in even numbers and transferred the image on my phone. I then tape long threads across the panels to avoid having to erase these marks. i worked horizontally so as not to be constrained by a ladder and to apprehend the entire surface quickly.
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