For our Season 6 map "Redacted", I got to lay my hands on a mysterious forest inside a secret facility, where something truly terrifying's waiting to be uncovered...
Since much of my work here was pure level art, I've included lots of timelapse shots in this post, showcasing the process from start to finish. It was so much fun to play around with compositions for these spaces while simultaneously improving on player orientation and level flow, together with our Level Designer, Gabriel Sanchez.
Aside from the composition work, I was also in charge of the map's nature backlog and iterated on existing content to make it fit the horror theme, with support from my fellow nature artists. A huge thank you to Hannes Lidbeck, who helped me with asset migration, and Lina Li, who did technical setup for trees.
And, as always, many thanks to the team at DICE working on the map in its entirety and our external artists at Sperasoft and EA Shanghai who helped us build all of the fantastic new content on display here. I had an amazing time working with all of you!
- DICE -
Environment Art: Gaëtan Perrot
Environment Art: Daniel Schönherr
Environment Art: Hannes Lidbeck
Environment Art: Lars Mårtensson
Environment Art: Daniel Cambrand
Environment Art: Joel Zakrisson
Level Design: Gabriel Sanchez
Lighting: Stefania Hernandez
Lighting: Anders Lorentzen
Tech Art: Victor Malm
Tech Design: Julia Holmlund
Tech Design: Jack Fuller
VFX: David Bond
VFX: Attila Herczeg
Environment Art Lead: Mikael Karnell
Art Direction: George Bordeanu
Outsourcing Lead: Erik Pettersson
- EA Shanghai -
Environment Art: Lina Li
Environment Art: Jessing Chen
- Sperasoft -
Environment Art: Tatiana Gorbunova
Environment Art: Turutov Vladimir
Environment Art: Sergey Kuznetsov
Environment Art: Alexander Chesnokov