Anthony Bargel - Portfolio

MXGP 2024 Glimpse WRC 8 V-Rally 4 WRC 7 Tourist Trophy WRC 6 Flatout 4 WRC 5 Personal Works Contact

MXGP 2024 has been released on November, 2024 on PlayStation 5, Xbox Series X and Steam developed by Artefacts Studio and Kylotonn; published by Nacon

For this project I was in charge of the Level Design of the Free-roaming
It's an open world where you can ride everywhere to practice your motorcycle and explore an european place
6 tracks were made in this area:

  • Farm
  • Base camp
  • Plateau
  • Quarry
  • Sawmill
  • RiverBed

Two other events are present to reach several checkpoints in a limited time. one with close checkpoints and one with far checkpoints, you'll have to optimised your path to reach checkpoints in time

Glimpse has been released in 2021 on VR devices developed by Albyon and Electric Skies; published by MR.KITE.

After my time at Kylotonn, I developped my skills on Unreal Engine for a year, in 2020 Albyon was looking for someone who knows about the engine, because they used to work with Unity.

This company was specialised in VR interactive games.

I was in charge of integrating meshes and animations sent by 3d Artist in Unreal Engine 4.26. I did some more animations by myself in the sequencer, following the storyboard provided by 2D artists

I made between 2 and 3 sequences per day, it was tough, we were in a hurry but it really improved my skills with Unreal.

WRC 8 has been released on September, 2019 on PlayStation 4, Xbox One and Steam developed by Kylotonn; published by Bigben Interactive.

After the V-Rally and WRC 7 release, the WRC8 project was also entrusted to the Lyon team. I moved to Lyon for personnal reasons and I worked on the WRC8 production.

I did the Level Design of 3 tracks in the new WRC country this year: Chile.

I also set many pacenotes and updated tracks following new features in the Physics.

V-Rally has been released on September, 2018 on PlayStation 4, Xbox One, Nintendo Switch and Steam developed by Kylotonn; published by Bigben Interactive

The pre-production started in March 2016, and I began my work on V-rally from August 2017 to August 2018

My work was only doing in Level Design: Extreme Khana and Buggy Races.


On Detroit I wanted to take inspiration from Ken Block performances during his many gymkhanas.
In this city there are several abandoned buildings, factories etc and of course all of them were urban places which means flat, therefore my goal was to set many straight lines and jumps, especially the one between two buildings.


In Siberia I wanted to create funny stuff on the track, knowing that I'm found of ski, I put a field of bumps, snowpark, ice and frozen lake in three different tracks which are connected with a long bridge. Of course all was punctuated by differences in altitudes.


Monument Valley was interesting for his many rocks that I used for building my track arround, like in siberian buggy races, three tracks were made using different crossroads for more collisions and danger. Jumps were here too!

WRC 7 has been released on September 15th, 2017 on PlayStation 4, Xbox One and Steam Developed by Kylotonn; published by Bigben Interactive

After the FlatOut release, the WRC7 project was entrusted to the Lyon team. And they just asked my help on back up for few things.

I did the Level Design of an existing track from WRC6 in Spain, they asked to make more ruggedness on the road

Then I just set pacenotes triggers on the roads, in every races.

TT Isle of Man – Ride On The Edge has been released on March 6th, 2018 on PlayStation 4, Xbox One and Steam developed by Kylotonn; published by Bigben Interactive

July 2016, WRC 6 submissions were closed and a new license was on tracks: Tourist Trophy, my Lead Game Designer began to write the game design document since few weeks.

As on WRC 6 I had to to set input bindings on controller for each system.
And also make different camera settings:

  • Helmet camera
  • Fork camera
  • Chase camera #1 (3rd person camera)
    • Close distance low angle
    • Close distance high angle
  • Chase camera #2 (3rd person camera)
    • Farthest distance low angle
    • Farthest distance high angle

During this production I also worked on the tutorial which was the same than WRC 6

Finaly I worked on the A.I behaviour. With those A.I I had to work on:
  • -Turn Sensibility
  • -Overtaking distance
  • -Cut off
  • -Dodging collisions
  • -Inside corners.

WRC 6 has been released on October 7th, 2016 on PlayStation 4, Xbox One and Steam Developed by Kylotonn; published by Bigben Interactive

November 2015, my work with FlatOut was followed by the Lyon team, so I had to rejoin my team in Paris to work on WRC6, the GDD was a bit advanced and we had only a year for this sequel.

My first mission was to set input bindings on controller for each system with 4 different types of binding.

Then I had to design a new tutorial different from the Rallyschool in WRC 5. The goal was to make a tutorial at the very begining of the game, just after splash screens end.
After making this flowchart I had to design this first level and put different triggers to explain the player every input and advices.

Finally, I had to design new tracks called Super Special Stage: new tracks weren't in WRC 5.
The goal was to reproduce the same tracks than in real life in each country, unfortunately I couldn't get myself in there so I used diffent software like Google Earth to capture the right different heights.
Then I used many times 3D studio Max to make a template of the track. When tracks were fine to play, the artists did the rest.
Then we had a new country to design: China. I only did one track but it was the longest in the game 13.34km.

Flatout Total Insanity has been released on March 17th, 2017 on PlayStation 4, Xbox One and Steam developed by Kylotonn; published by Strategy First and Bigben Interactive.

In August 2015, WRC 5 was going to be released soon and most of the GD team began to work on WRC 6. Although a new project was starting and I proposed myself to make the game design document of FlatOut 4.

First I had to play all the Flatout games to soak up myself of the real essence of the license, and others like Destruction Derby and Wreckfest. The goal was to reproduce many ideas from Flatout 2 and bring something new, like new game modes.

I made a first GDD version for the publisher in 3 weeks.

After the GDD validation from Strategy First I had to make many levels from different modes. That was the first time I made my tracks in our internal engine called KtEngine.

Then, the new Kylotonn office opened in Lyon and the project was entrusted to this new team.

WRC 5 has been released on October 9th, 2015 on PlayStation 3, PlayStation 4, Xbox360, Xbox One, Steam and Vita developed by Kylotonn; published by Bigben Interactive.

When I started at Kylotonn Games the production of WRC 5 was well advanced, almost over.

My first mission was to put pacenotes on tracks by setting triggers on roads before turns, jumps, bumps etc to warn the driver. The tool we got was very painful and long to do, Then I designed my own tool that I shared with my coworkers. We saved lots of time.

After I had to design weekly events for online players. The goal was to put every week a race with one handicap like:

  • No brakes
  • Without electronic
  • During night, lights off
  • Heavy rains

All over the 78 tracks you have to do the best time and it only last one week.

Then I design all the rally school (Tutorial) with 29 tests teaching how to accelerate, steer, brake, hardbrake properly.

Contact

Email: anthony.bargel@gmail.com

Phone Number: +33 6 27 84 56 27

Localisation: Lyon, France