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Battlefield 2042

Here's some work I did for Battlefield 2042 as an environment artist. This includes the main game and DLC maps. I worked on Discarded, Stranded and Reclaimed. I also helped Erik Rönnblom out on the rework of Breakaway, where we changed the layout and added more assets.

Throughout this project I mainly worked with terrain, backdrop creation, creating natural assets, small vegetation assets and prop dressing. I had a great time working on this, and I got to work with a lot of awesome people. Big thanks to Wille Wintertidh, Daniel Schönherr, David Holland, Rebecca Frödén, Daniel Rocque Bengtsson, Erik Rönnblom, Pontus Petridis, Vlad Vanzariuc, Sofia Jakobsson, Karl Stjernberg, Julia Holmlund, Katarina Persson, Attila Herczeg, Daniel Cambrand and Gabriel Sanchez just to name a few.

A video showcasing the levels I worked the most on. Reclaimed, Stranded and Discarded. More images and info further down!

Discarded - I worked with the terrain heightfield and terrain materials. I created the backdrop and some of the smaller vegetation and natural assets. Most of all I worked on the level layout and prop dressing together with the rest of the team.

Discarded - I worked with the terrain heightfield and terrain materials. I created the backdrop and some of the smaller vegetation and natural assets. Most of all I worked on the level layout and prop dressing together with the rest of the team.

Stranded - I worked with the terrain heightfield and terrain materials. I worked on the backdrop, did some work on the natural assets, and even created some dead fish! For the most part I worked on the level layout and prop dressing.

Stranded - I worked with the terrain heightfield and terrain materials. I worked on the backdrop, did some work on the natural assets, and even created some dead fish! For the most part I worked on the level layout and prop dressing.

Reclaimed - I worked with the terrain heightfield and terrain materials. Created snow piles and snow textures. Updated already existing assets to fit in with the theme of this level. Worked a lot on the layout together with the rest of the level pod.

Reclaimed - I worked with the terrain heightfield and terrain materials. Created snow piles and snow textures. Updated already existing assets to fit in with the theme of this level. Worked a lot on the layout together with the rest of the level pod.

Breakaway - I put the megalodon inside of an iceberg together with Erik Rönnblom. I made a shark mask that looks different depending on what side of the iceberg you're looking at. Erik did the shader setup.

Breakaway - I put the megalodon inside of an iceberg together with Erik Rönnblom. I made a shark mask that looks different depending on what side of the iceberg you're looking at. Erik did the shader setup.

Reclaimed - Me, Erik Rönnblom and David Holland went out in a snow-covered Stockholm and scanned a lot of dirty snowpiles and slushy snow textures. It really helped sell the look of the map!

Reclaimed - Me, Erik Rönnblom and David Holland went out in a snow-covered Stockholm and scanned a lot of dirty snowpiles and slushy snow textures. It really helped sell the look of the map!

Stranded - Clustered the trash bags into larger assets that we spread out over the map.

Stranded - Clustered the trash bags into larger assets that we spread out over the map.

Stranded

Stranded

Stranded

Stranded

Reclaimed

Reclaimed

Reclaimed

Reclaimed

Discarded

Discarded

Reclaimed

Reclaimed

Reclaimed

Reclaimed

Stranded

Stranded

Stranded

Stranded

Stranded

Stranded

Reclaimed

Reclaimed

Discarded

Discarded

Reclaimed

Reclaimed

Stranded

Stranded

Stranded

Stranded

Stranded

Stranded

Discarded

Discarded