Star Wars II Clone Wars
The audio is a nice blend of typical Angry Birds fare and the sounds that made the Star Wars franchise come to life like light saber noises. Description from iphonelife.com. I searched for this on bing.com/images
You have full permission to use these images for whatever you like as long as you credit me through one of these links. www.flickr.com/battlefrontcaptures www.youtube.com/channel/UCA1oEnRYKBmFDAcoKso2pAA www.instagram.com/battlefront_captures/ www.twitter.com/cinecaptures
Full view of Angry Birds Star Wars II - Pigs & Birds.
We also continue our foray into the world of all things Star Wars and Tattoos. Ink has had a long-standing part to play both with fans
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 worked as a 3D Artist on Star Wars: Battlefront II. I modelled and textured several of the buildings, the exterior of the palace and helped out with some minor tasks for the palace interior. A lot of the content I created was textured using preexisting textures done by other artists.
https://www.flickr.com/battlefrontcaptures
I did modeling and texture for props and also polish work on some environments for Battlefront II.
Bit of a late post, mainly because of going on parental leave shortly after the project finished :) I was the Level Artist responsible for the Starkiller Base map for SWBFII. Work included everything from figuring out the layout together with level design to building the terrain and backdrop, propdressing, planning out and whiteboxing the architectural sets and custom pieces as well as finalizing some of them and making most of the final textures and shaders. This was of course a big team effort, and could not have been done without these lovely people: Art Direction: Andrew Hamilton 3D art: Markus Fritze, Daniel Ax, Daniel Rocque Bengtsson, Joel Zakrisson Lighting: Tilmann Milde Concept art: Sigurd Fernström and Nick Shardlow VFX: Nadab Göksu Level Design: Patrick Murphy I also had the opportunity to help out on Crait at the end of the project and worked on propdressing and polish of the crystal cave.
Environment Work I completed for Star Wars Battlefront II. I work as Senior Level Artist at EA DICE. I have designed and constructed the environment, planned all the assets that were required (props, architectural assets, visual FX and environment animations). I finalize all architectural assets (geometry, textures and material) in the scene. Prop assets and animations were finalized by outsourcing or by other in-house artists.
I was the Lead Lighting Artist on Battlefront II. The game has about 3x the amount of content compared to the previous game and a large team of lighting artists worked on the game. I would like to thank my lighting team at EA Dice (Ulf Lundgren, Tilmann Milde and Karl Stjernberg) but also the additional dozen or so lighting artists at Motive, Criterion and EA Vancouver. I would also like to thank Petri Levälahti and Battlefront Captures for grabbing the beautiful screenshots from the game.
A collection of rarely seen vintage photos.
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Concept Art for Death Star II in Star Wars Battlefront 2. Worked Together with crazy talanted level artist Vilhelm Flohr, Designer Lukas Van Daele, Lighting Arist Milde Tilmann and Art direction by Andrew Hamilton on the Death Star II. Credit goes to the entire DICE art team and concept art team for incredible support and feedback. Special shoutout to my Concept art Co-pilot Nicholas Shardlow for daily laughts and pizza.