
During Battlefield 6 I changed role to a Key Environment Artist (Principal Environment Artist), to lead, oversee and plan the pre-production for Battlefield 6.
My daily tasks and responsibilities as a Key Environment Artist included, but were not limited to:
Much like what I did behind the scenes of previous Battlefield development - part of my responsibilities behind the scenes have been to create in-house documentation and training materials for our pipeline and workflows, Pre-production R&D together TA, mentoring new hires and interns, planning and scoping together with other leads and developer managers, working together with ADs and TADs on directions, providing feedback to artists and external partners
I have made extensive work to the Environment Art pipeline, below is a talk that me and a co-worker presented during XDS 23, showcasing the pipeline and external partners collaboration for Battlefield 2042, that continued to serve as a foundation for Battlefield 6 external development pipeline and production.
All levels/maps have been a collaborative team effort across multiple disciplines, in-house and outsourcing.
Parts of my tasks and responsibilities included but were not limited to; Polish of textures, meshes, lods, collision, destruction and technical set ups as well as creating tiling textures and optimization.
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