Battlefield 6 was the last game I worked on at Dice before I left the company. I worked on the Cairo levels. Siege of Cairo and New Sobek City. I created mainly nature assets (cliffs, rocks, terrain materials etc.), worked with terrain lidar data and worked on the overall layout and prop dressing. I also couldn't help myself and had to carry on the dinosaur tradition by making some skeletal remains that me and the team left here and there in the game!
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During pre-production I helped David Holland with creating assets that were supposed to act as quality benchmarks. These ended up being used in the game later. Some of the assets I made for this task were dirt ridges, rubble piles, rubble terrain materials, a rock and more.
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I also worked on the dynamic rubble piles that spawn when you destroy buildings. I was the environment artist assigned to the task of creating a good workflow for making these piles. People from other disciplines were of course involved as well!
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I want to give a big thank you to Olivia Xu and Daniel Schönherr for providing me with extra sceenshots since I wasn't able to take enough myself before I left Dice.
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Thanks to the people in the Cairo pod!
Environment Art- Adam Dencker, Anton Ek, Daniel Schönherr, Gaëtan Perrot
Lead Environment Art - Richard Daglish, Vlad Vanzariuc
Level Design - Fannie Lorant, Kalle Bustgaard
Lighting - Karl Stjernberg
Tech Art - Luke Youngman
VFX - Sean Ellis