We're done with the production of a large amount of assets for the Larian's brand new title Divinity 2: Ego Draconis. Ravegan has been involved in this project from very early stages, and our participation included Concept Art, 3D Modeling, Texturing and Physics Settings of many environments, buildings, armors, weapons and many other smaller props. We couldn't be prouder about having taken part of a such an ambitious project, which is surely going to be a massive success for both the PC and Xbox360 platforms.
Visit the Divinity 2: Ego Draconis official website here. It's eye-candy, I promise.


Daniel has started making concept sketches for this project in 2006, and kept on doing it periodically from time to time as the development progressed. 3D stuff came later in 2008, in the hands of Fernando, Vanessa and Daniel.
Thanks: Koen Van Mierlo, Benoit Louzas, Lynn Vanbesien and Swen Vincke, from Larian Studios.

The year 2008 was almost exclusively dedicated to our neighbours from Chile, Wanako Games. It was the most productive period in the studio so far, since in the lapse of one single year we've been committed to attend a huge amount of workload, taking care of the development of meshes and textures of hundreds of characters, vehicles, buildings, environments and props for four diferent projects, all of them destined for the Xbox360Live.
The projects were: Assault Heroes 2, Arkadian Warriors, 3D Ultra MiniGolf Adventures 2 and Twin Dragons.


The formula: Daniel + Fernando + Vanessa + Guille - 4 people working as if they were 16. This is what a call an effective team!
Thanks: Tiburcio de la Cárcova, Luis Romero, Agustín Errazuris, Sergio Gómez and Sebastián Gonzáles, from Wanako Games.

After long months fully dedicated to 3D stuff, we've finally got good news: the people from KranX wanted us to design a bunch of cool characters for an upcoming title. It was our third opportunity to cooperate with our russian fellows and, as it's always been, it was fun!



The pencilers: Daniel and Pablo. The ones shown here are only a few Daniel's coloured sketches.
Thanks: Andrey Kuzmin and Denis Andreev from KranX Productions.

Last months of 2006 found us doing several small jobs for the companies: Halfbrick (Australia), Alert BE (Belgium), Diesel Games (USA) and Papaya Studios (USA). It was mostly Concept Art, 3D LowPoly Modeling and Rendering.
But we've had our big catch at that time as well, just a few weeks after Ravegan's foundation: we consolidated our kind and long-term relationship with the people from 3D-IO (Germany). It would be the fourth project in which we worked together, and the biggest one so far.
The guys from 3D-IO are between the most hard-working and enthusiastic persons we've ever met in the business, and that's how it was possible for Perry Rhodan: The Adventure to be on shelves so quickly and showing such a high quality level, despite of being an unusually very (very!) small team. Watch it for yourself here.


Thanks: Igor Posavec, Boris Posavec and Milan "Speedy" Bulat.

Welcome, and thank you for your visit.
My name is Daniel Igarza, founder of Ravegan. I've been involved in the Visual Arts business for as long as I can remember, taking part in almost every possible discipline inside this wide-range craft: drawing, painting, sculpting, illustration, animation, comics, storyboards, design, etc., both traditionally and digitally; but it wasn't until 2004 when I decided to dedicate myself almost exclusively to the Game Development business. Wise decision.
From then, I participated in the following projects, in the role of Concept Artist and Illustrator:

2004
: 3D-IO (Wiesbaden, Germany) - Project: Ruhemasse Null
2004: 3D-IO (Wiesbaden, Germany) - Project: Neuro Hunter
2004: Boolat Games (Donetsk, Ukraine) - Project: Age of Angels
2004: 3D-IO (Wiesbaden, Germany) - Project: Beowulf
2004: Spinvector (Benevento, Italy) - Project: Ciro
2005: KranX (Svetlogorsk, Russia) - Project: Chrono-Soldier
2005: KranX (Svetlogorsk, Russia) - Project: Anti-UFO
2006: Larian (Oudenaarde, Belgium) - Project: Divinity 2: Ego Draconis

After such an experience aquired in those past two years, I wanted to add a new dimension to my perspective field, so I partially migrated from 2D to 3D production. But, self-convinced that one shouldn't bite off more than one can chew, I persuaded to a couple of very talented friends and artists to join me and work together as a team. That is how Ravegan was born, proof of a passion and enthusiasm that keeps on growing everyday.


Thanks: Igor Posavec, Daniel Demchenko, Giovanni Caturano, Andrey Kuzmin, Denis Andreev, Boris Posavec, Tiburcio de la Cárcova, Aleksey Alekseyev, Lorenzo Canzanella, Milan "Speedy" Bulat, Koen Van Mierlo, Benoit Louzas, Lynn Vanbesien, Timur Mutsaev, Alexander Panov, Jelena Kevic, Gustaf Stechmann, Tony Takoushi, Bart Engelen... and many more, for their partnership, support and inspirational source.



© 2009 Ravegan - All Rights Reserved - Art and Design Development and Outsourcing for the Game Industry. Córdoba, Argentina.

Last Updated: May 2009
info@ravegan.com