Lead Artist @EA_DICE working on the campaign for the next @Battlefield. Industry advisory board member @FuturegamesEDU, @PlaygroundSquad & @thegameassembly.
@Battlefield@ArtStationHQ I also got to help direct and work on the environment seen in the frame story cinematics in-between campaign missions. Was so much fun to help design a home for a CIA case officer that felt believable and lived-in.
We just published our @Battlefield 6 @ArtStationHQ Art Blast! Go check it out and feast on the amazing work of our art teams across our studios and partners!
https://t.co/D6HfHOBYlw
@Battlefield@ArtStationHQ The fourth mission, titled "Night Raid" takes the player through the narrow alleys of Cairo at night. This one turned out really well IMO and is one of the best-looking night maps we've done I think. Our Lighter did such a good job with the NVGs!
@Battlefield@ArtStationHQ The second Gibraltar mission, called "Invasion" was also a blast! Helping to design and direct the initial landing beach landing sequence was so much fun!
@Battlefield@ArtStationHQ Here's some of my screenshots from the second mission of the #battlefield6 campaign, called "The Rock". This was such a fun mission to work on, especially getting to go to Gibraltar to scan and take references. :)
EXCLUSIVE: Vince Zampella sat down with IGN to confirm that Battlefield would be returning to a modern setting while sharing its first concept art.
Check out our full interview: https://t.co/7RQ9ze73Nz
To summarize, I’d recommend all game artists to think about “cause and effect” in their work and how it can be used to further the narrative and make for a more interesting experience. Thanks for reading! 😊
When it comes to visual storytelling in #gameart, one of the best ways to further a narrative is through “cause and effect”. Let’s dive into this concept for a bit. 🧵
And again, what happens next? If it’s an environment where it rains all the time that will affect the world and its inhabitants dramatically. How can we show that?