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  I, Pascal Eggert      
 

Hello, my name is Pascal Eggert. I'm a professional graphics designer and freelance concept artist currently residing in Ludwigsburg, Germany. On a usual basis, I‘m a cheerful person, but when it comes to my passion, (the creation of games), I speak of guns, cars and robots with a fire rivaled by the Pope on Easter. In all seriousness, I care so greatly about the design of technology in media, (especially futuristic-technology), that other than singing while driving alone, I list keynotes referring to the countless God-awful weapons in Frontlines: Fuel of War, and compare them to the excellence of the Halo assault rifle.

Well, let‘s start at the beginning: with the sketch of a 3-dimensional drill I completed in kindergarten. I did this because I was sure that all the other kids had no idea what a drill looked like, and I ventured to introduce them. At this point I realized two things: 1. It‘s great to do remarkable work. 2. Photo-realistic images are the best types of images. Since then I started looking at the world through different eyes, studying how light falls on matter, how reflections work, how clouds affect the softness of shadows and how easily one can be run over while taking the time to notice these things. In short, I became interested in drawing and, (later on), 3D-modeling.

At the age of 15, I discovered that modding existing games was an excellent medium for bringing my ideas to life, and I started working as a concept artist and 3D-modeler on both the HL1, and the Source Engine. I occupied myself with going through all stages: concept, modeling, normal map creation, rigging, animating, and shooting aliens.

Nowadays I specialize in the creation of unique, creative and outstanding tech-design for games and movies. I use every tool available to achieve my goals, from 2D art, 3D-modeling, illustrations and even photography. My personal motivation is to design weapons, vehicles and all imaginable manmade devices in a way that causes them to appear recognizable and believable. Creating an immersive game-experience, for me, is essential. Hence I'm aiming for realism by putting a lot of brains and work into every single aspect of a model. That includes materials, proportions, structures, functions, internals, manufacturing technology, background, the laws of physics and even production costs, and all the while keeping it in my mind to create a recognizable, visually stunning piece of technology, versatile in both modern and newer generation applications.

The method in which I approach the design of a weapon or a vehicle, is to understand technology and the history thereof, in the first place. If I have to design a futuristic pistol, for example, my first step would be to compare a modern day pistol with a pistol from the second world war. I'd think about the tools and materials that were available then and are available today. I'd think about the armor that was worn and is worn for protection against it. I'd think about problems these guns had and how they were addressed and what problems are still present. In the end, designing for the future means improving modern quality.

I am knowledgeable when it comes modern Firearms and their background, as I've been collecting and studying replicas and real steel for quite a while now. Also, I gained experience in the automotive industry from creating animated 3D-visualisations for clients like Daimler, Volkswagen, Volvo, Contentinal and other such corporations. As a consequence, I keep in mind that products always reflect the way they were created and their purpose. I also think that excuses like, "In the future, we will have nuclear batteries the size of pennies", result only in unbelievably ludicrous creations that, at best, fill a few plot holes.

See, it happened again. I talked a lot about guns, or really, my passion for designing them. I hope this helps understanding just how much I care about convincing virtual worlds, realism and even the perspective of a drill I created in my childhood.

For professional, freelance and contract inquiries, please feel free to contact me by email. Thanks for visiting, and enjoy your stay :)

Pascal Eggert

 

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Pascal Eggert
Freelance graphics designer
March 20, 1986 in Bietigheim, Germany
German, English

Design, concept art, internet, photography, games, sci-fi, webcomics, technology, gadgets, humor

Honesty, quality, beer in the fridge

FN Herstal F2000
The Lightsaber
Porsche 911 (997)
Halo Warthog






Vita:
Verdure
Since 2006

Freelance Graphics Designer
for the Verdure Medienteam GmbH Ludwigsburg

jgs
2003 - 2006
Certificated Graphics Designer Johannes-Gutenberg-Schule Stuttgart

bbq
2002 - 2003
Practice Oriented Training as IT specialist (Systems Integration)

1996 - 2002
Junior High Markgröningen

         
         
 
Impressum


© 2008 Pascal Eggert |