I was the main 3D artist on the Eastwood map for Battlefield 6.
I managed the scope and backlog, delegating work to internal artists and external vendors, and overseeing both outsourced assets and in-house art production. I was responsible for environment dressing across the clubhouse, residential houses, and all other architecture on the map. In addition, I created a wide range of 3D assets, from traditional props to technically complex assets requiring destruction systems, modular setups, schematics, logic configurations, and layout design.
One of the most enjoyable challenges from Eastwood was developing the clubhouse and its modular pieces while maintaining Battlefield-quality destruction with logic and schematics setups that worked on a global scale. I had to preserve the original layout design from Patrick (level design) while minimizing the number of modular pieces to keep my scope for art intact, but also ensuring they hit art direction targets, where fun to interact with, and flexible enough for levels needs. The set I made also supported the creation of additional buildings, such as the luxury villa on the hillside of Eastwood. The clubhouse ended up being great success as it hit all my set targets, and became well received by our players, so I'm very happy with how it turned out.
The core pod of Eastwood:
Patrick Murphy - Design
Ludwig Lindstål - 3D art
Hannes Lidbeck - Level art
Daniel Cambrand - Level art