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Battlefield 6 - Blackwell Fields

I served as the primary 3D artist on the Blackwell Fields map for Battlefield 6.

I oversaw art backlogs and asset prioritization, assigning work to both in-house artists and external partners, and supervising the integration of internally produced and outsourced content. My contributions included producing a broad range of 3D assets, spanning standard props to more advanced, technical assets involving destruction, schematics and logic-driven setups.

The most fun and challenging assets were the oil pump, where I brought in and did an intricate collab with a lot of colleges at DICE. We made a set-up with animation and animated physics, multistage destruction, huge explosions and collapsing structures, while keeping it within performance for a 64-multiplayer map.

Another enjoyable asset was the tarped classic cars. I designed their dynamic damage behavior allowing them to shift and deform, while also impacting surrounding props, including spilling paint buckets and interacting differently based on how they were damaged. And in all dynamic states still staying on target metrics for gameplay.

They are also based on real classic American cars; can you see which ones? ;)

The core pod of Blackwell fields:
Patrick Murphy - Design
Ludwig Lindstål - 3D art
Hannes Lidbeck - Level art
Daniel Cambrand - Level art