Welcome to this Art Blast celebrating the art of Battlefield 2042. This game was a massive undertaking and is the result of the hard work of several studios within EA, coming together to make something great. This game was made from home, during unprecedented times, and it makes us very proud to see the work […]
Here's some images from my work as a Senior Lighting Artist on the Battlefield V, released November 2018. I worked with both exterior and interior lighting, but specialized in the technical aspects of interior lighting and 3D art, making sure it works with destruction and different weathers. https://www.ea.com/games/battlefield/battlefield-5
Concept of the stadium on the Hourglass map covered in sand. Art direction: Johannes Fors
Art Direction, Motion Graphics, Typography, Adobe Illustrator, Adobe Photoshop, Maxon Cinema 4D, Adobe After Effects, Octane Render
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I had the great privilege of contributing to the Environment Concept Team. Working closely with the fabulous team at DICE and Criterion, I took on the task to work on some paintovers for the Manifest Level created by the very talented DICE and Criterion teams. This involved painting in environment elements including atmospheric elements, weather elements, foliage and set-dress elements. I'd like to thank all the tech support I received from DICE and Criterion TA and ADs.
During BF2042 I had the pleasure of being one of the Lead 3D Artists working on the project, managing the Central Art unit of the team. One if the areas we were responsible for were the static vehicles used across the maps. Shoutout to the talented artists https://www.artstation.com/jonasholmedal https://www.artstation.com/uddebo who have been part of my team at Central Art. Thanks to the Concept Artists, 2D artists, VFX artists, Tech Artists. And a special shoutout to the Artists at Elite3D. All mentioned has been involved in the static vehicles works for the game. This has been a team effort, all credit due to the entire Battlefield Dev team across all the partner studios.
Glad to be able to show some of the work my team and I did on Battlefield 2042. Contributing as senior environment artist at elite3d, I was involved in the creation of different props and cooperate in the creation of different structures and buildings for the environment team at DICE.
I had the pleasure of working as a Lead 3D Artist for the Central Art unit, a more generalist group of artist. One of my new challenges for this project were to also supervise the vegetation part of the production. Parts of my responsibilities within the vegetation includes manage the overall backlog, mitigate risks and priorities work such as art deliveries and new engine feature implementation. As well as manage the artists in the team, assist in supporting external partners and set guidelines and expectations together with AD, TAD and the artists. Shoutout to the talented vegetation artist that I had the pleasure to work with: https://www.artstation.com/rgbeard https://www.artstation.com/abushell https://www.artstation.com/linali1101 As well a special shoutout to our partners at Spearsoft and their artists! Also special thanks to the TA team and Level Art team that we had close collaboration with. This has been a team effort, all credit due to the entire Battlefield Dev team across all the partner studios.
Concept art - Fallen Sign of a Skyscraper in Kaleidoscope VFX Artist: Gray Horsfield Art Director: Johannes Fors Kudos to all the super skilled people at DICE, Criterion, Ripple Effect and EA Gothenburg involved in this project!
Concept art - Flooded Launch Site & Backdrop in Orbital level Art Director: Johannes Fors Kudos to all the super skilled people at DICE, Criterion, Ripple Effect and EA Gothenburg involved in this project!
During the BF2042 development, I have worked as a Vegetation Artist. Part of my responsibilities involved being a point of contact, create tree and bush assets and do the technical setup such as wind and destruction. Credit to everyone working on the levels from all various crafts, it's been a huge team effort in making them look as great as they do in the final game. A big thank you to Andy Bushell, Lina Li and the to the Spearsoft Artists that I had the pleasure to work with. Also a big thank you to the people at Frostbite for the great collaboration and for helping pushing the technical aspects of vegetation to the next level. https://www.artstation.com/abushell https://www.artstation.com/linali1101
Graphic Design,Art Direction,Motion Graphics,Maxon Cinema 4D,Adobe After Effects,Adobe Illustrator
Frühjahr 2042: Nach der Sigma-Metatron-Welle erklärt Bundeskanzler Rezo die Pandemie für beendet, bei angenehmen 41 Grad gönnst du dir eine Kugel Eis für 3
The last work I did as Senior Environment Artist at EA DICE were the two Nordvik Cube Factories for the map Battlefield 2042 seasonal map Spearhead. I worked over and built the factories together with level designer Lukas van Daele and concept artist Gonzalo Salles. Many individual models and materials were handed over to 3D generalist artists under the lead of Lars Mårtensson with assistance from Johan Nilsson and Daniel Bengtsson to finalise geometry and materials. Lighting was done by Sofie Trigo Wagner. Additional credit to EA DICE vfx team.
During BF2042 production, I worked on Kaleidoscope, a large, urban map. I joined DICE with just a few months of production left, so most of my work consisted of polishing the level and various assets, terrain polish, bug fixing and performance optimization. The level was a massive collaborative effort and would not have been possible without the hard work of many talented individuals. Special thanks to the people I worked most closely with for making this a great production to work on. https://www.artstation.com/danielcambrand https://www.artstation.com/davidholland https://www.artstation.com/oscrjhnssn
A couple of concepts for the Renewal map. Art direction: Johannes Fors
Various concepts for the Renewal map. Art direction: Johannes Fors