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Star Wars Battlefront II

Here's some of the work I did as an environment artist on Star Wars Battlefront II. I worked on props, level art
and optimization. I mostly worked on the Naboo levels, were I created the majority of the buildings, but also worked on Crait and did quite a bit of work on other maps as well.
I owe a big thanks to a lot of people that works on DICE, but since I worked so much on Naboo I especially want to give my thanks to
Tim McLeod, Lionel Cregut, and Johan Jeansson for all of their help. And finally, a big thanks to our incredible art director Andrew Hamilton.

I modeled most of the buildings in Naboo (whiteboxes were made by other artists), including the backdrop buildings. I created several textures for them as well, such as the copper roof and various smaller brick textures.

I modeled most of the buildings in Naboo (whiteboxes were made by other artists), including the backdrop buildings. I created several textures for them as well, such as the copper roof and various smaller brick textures.

I worked on the modular pieces in the hangar, and created textures and masks for them. Tim McLeod built the whitebox meshes for the architecture. I also created various props, such as the large doors, tubes, pumping stations, decals and so on.

I worked on the modular pieces in the hangar, and created textures and masks for them. Tim McLeod built the whitebox meshes for the architecture. I also created various props, such as the large doors, tubes, pumping stations, decals and so on.

I created the modular assets and textures for the corridors and rooms around the hangar.

I created the modular assets and textures for the corridors and rooms around the hangar.

Worked on several structural assets in this room, including backdrop versions of the platforms, entrances, pillars and a backdrop version of the room where Darth Maul meets his end.

Worked on several structural assets in this room, including backdrop versions of the platforms, entrances, pillars and a backdrop version of the room where Darth Maul meets his end.

Billy Halldén did most of the work on the large temple on Yavin. I mainly worked on the high poly and created masks and polished textures, in order to get the temple to final quality.

Billy Halldén did most of the work on the large temple on Yavin. I mainly worked on the high poly and created masks and polished textures, in order to get the temple to final quality.

I worked on the models and textures for the trenches.

I worked on the models and textures for the trenches.

I worked on the cave models. Did some texture work as well.

I worked on the cave models. Did some texture work as well.

I worked on the cave models and rock pillars. Did some texture work as well. Created the caved in section of the floor.

I worked on the cave models and rock pillars. Did some texture work as well. Created the caved in section of the floor.

I worked on the cave models. Did some texture work as well.

I worked on the cave models. Did some texture work as well.

I worked on the cave models. Did some texture work as well. Minor prop dressing.

I worked on the cave models. Did some texture work as well. Minor prop dressing.

I worked on the cave models. Did some texture work as well. Minor prop dressing.

I worked on the cave models. Did some texture work as well. Minor prop dressing.