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About BEANCUBE

I am an Environment Artist with experience to be hands on in all areas of development. Whiteboxing and Level Design, Asset Creation, Scene Dressing and Management and Lighting.

I have worked on a lot of different Visual Styles, Genres and types of games. From Stylized 3rd person Action/Adventures, Real Time Strategies, Natal/Move, and all the way to 1st Person Shooters. Even now dabbling in Iphone and Ipad Titles.

Props to all the Artists, Designers, Programmers ive worked with in various Studios! Learnt a bunch!

Cheers for checking out my Art!

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CV / Resume :

*Download Here*

All Inquiries :

RYAN.BARGIEL@gmail.com

LinkedIn Profile

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Engine Experience:

CryEngine 3 - Crytek SDK (Basic Understanding)

SEGA/CREATIVE ASSEMBLY - Inhouse Engine

KROME - Inhouse Engine

HDK - Sony Playstation Home Development Kit

UDK - UE3 ED (Basic Understanding)

SOURCE - Exporting/ Hammer (Basic Understanding)

BEAST - Global Illumination Lighting Pipeline



Preferred ToolSet:

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MOD Work:

OFF-LIMITS HAM and JAM They Hunger : Lost Souls
GoldenEye:Source Nosferatu Quake Mod Orion:Source


Shipped Titles:

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GAME DEVELOPER - FREELANCE

Art, Direction & Design

Currently Available for Freelance!

*Unannounced Iphone/Ipad Title - Coming 2011

*Unannounced Iphone/Ipad Title - Launching 2012

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SEGA Studios Australia - –Brisbane Studio.

SENIOR ENVIRONMENT ARTIST: – January 2010 -– February 2011.

SEGA – Unannounced Sports Title - X360,PS3 / KINECT, MOVE

Building Entire Stadiums / Venues and Sporting Events from Official CAD plans and various Architectural sources. Bringing them to life using the BEAST Global Illumination Software.

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The Creative Assembly - –Brisbane Studio.

ENVIRONMENT ARTIST: – December 2007 -– January 2010.

*Cancelled Project - PS3

Worked with SEGA Technology Group in Europe on an unannounced project. Creating Environments Using the PlayStation Home Engine. Using Skype to keep in contact between Art Director and Marketing Department.

*Various demos, pitches and prototypes - X360, PS3

Worked on various prototypes and pitches for future titles.

*STORMRISE - X360, PS3, PC

Creating Massive Scale RTS Environments. Upto 4km long gameplay levels with verticality elements. City Scapes, Wastelands, Underground and many various Sci-Fi Base Environments.

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KROME Studios -– Brisbane Studio

PROP/TEXTURE - ENVIRONMENT ARTIST: – July 2006- November 2007

*Star Wars - The Clone Wars- Wii

Complying to the Clone Wars Artistic Style – Creating Various Space Ship orientated Levels. Only staying on Project throughout Prototyping/Alpha stages-Leaving for SEGA

*HellBoy – The Science of Evil - X360, PS3

Coming on the team at full production Stage. Started as a Junior Artist. – Creating props and textures. Then being mentored to become an Environment Artist. Building 3rd Person Environments. Jungles , Castles, Japanese styled gardens and towns, Deserts and Underground Environments.