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Current: 2D/3D Freelancer. Previous: Lead Artist, CL (VR/AR) Graphic Art Intern, Ubisoft, Artist at redMatter on Intruder Alert and prev. Concept Artist at "War for the Overworld" / Production Manager on Animated Short: Tsunami; Art Directed a CG commercial 2013 - Production Manager on a CG Short Film 2014 which was nominated at CANNES film festival 2015 See full portfolio: www.linebering.com

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As a new update on my portfolio, I've created new Stylized and Realistic (PBR) assets to my portfolio. I recently returned working Freelance on Games. So if you have any 2D/3D opportunities (paid) please contact me, if you find my work appealing.

I also have loads of experience working with AR and VR arwork.

Now at Ubisoft

LineArt Blog

Up until now I have been working almost full time freelance, creating 2D artwork. I still want to get more involved in 3D and asset creations, but I have been in luck, as I now got a full time job at a studio.

Just started at Ubisoft working on the Assassins Creed franchise. I'm absolutely loving it.

Commissions going pro!

LineArt Blog

I've received so many commissions over the last week, I have enough work for 1½ week! I'm so happy for this, as money will be tight in the next couple of months.

Updated Portfolio

LineArt Blog

Here's what I got so far: My goal is to aim more for Games, less for film :)

Feedback appreciated!

Showreel 2014 from Line Bering on Vimeo.

Today I am really proud that my 4th semester project was featured in an article at Chaosgroup, who created Vray as well as other render engines. The article puts focus on the current education I'm taking, and it describes the project, the university and the students.

It also features some of my other classmates, and their work is also worth a watch!

The article can be read here

and my quadruped can be watched:

My work that was featured in the article was my quadruped, as you can watch here


I finally finished my project. I've done everything from scratch and in the end, I've put it in a scene of real-life footage. I did not do the animation, but I did the deformation and extra rigging, apart from the main rig, which was made by Pixar's Rich Hurrey - who taught us rigging for 2 weeks during the project.

Software used:
Photoshop
Maya
Zbrush
Mudbox
Nuke

See the video of vimeo:
Vimeo.com

Project Q update

LineArt Blog

on IndieDB to update!

Currently I'm working on Project Q - Where I've designed a 4 legged character, created a base model, that I am currently sculpting on in Zbrush.

Next to this, I am working on deformation and rigging for the character being taught and mentored by Pixar's Rich Hurrey.

This is the base mesh looks so far - low poly, but it certainly won't stay that way in Zbrush.
The UVs are filling up 4 UV tiles.

Next to this, Intruder Alert is on its way to Greenlight, so I have worked a lot on that lately in my sparetime, but I have of course also had time to do some of my complete own stuff.

Here's a average-speed painting I did during a late night:

Nuke in progress.

LineArt Blog

Learning more about nuke and compositing!

Work in progress! - Scenes rendered from Maya, with Beauty layers and ID and utility passes. I slam it all together in Nuke - a software I feared, but I've gotten to love at day 1!

After effects? Go home! Nuke is my new friend!
(Composite from Blade-Runner Trailer 3rd semester project, made together with a bunch of other awesome people, who did the modelling, lights etc of this shot)

And Zo it began

LineArt Blog

My first day of Zbrush. After I learned the navigation and how to finally know how to save files without losing data, I began making Skeletor.

Later on if I get the time, I will work further on it, and create the hood - I had a single day to get familiar with Zbrush, before the real work starts and my assignments with heavy deadlines will have to be finished, before dear mr Skeletor.

I have always made videos for fun as a hobby and I began creating those in 2008. 10 months ago I published my latest video, which caught quite some interest. Blizzard Entertainment featured it, on their official Facebook page - so I got tribble the amount of subscribers, if not even more.

Recently, I got an offer from Google/YouTube. I can now monitize my videos as a YouTube partner.

All my videos are self-published. I do not have any linked accounts, or favored-features elsewhere. I never thought it would get this big, but I guess Twitter and Facebook are amazing tools for getting a word out, and catch people's interest.

Now, I just have to think about, what I should upload next - and where to find the time, which is probably the biggest problem.

Currently I am working on a full CG-pipeline Blade Runner short, at university, which is to be finished December, plus my darling spare-time-sucking project at redMatter.