For the entire development of Battlefield 6 - I was part of the Core Environment and the Core Destruction teams, and in both teams we focused on setting benchmark standards for creating standardized and shareable destructible architecture at the highest possible quality to the best possible gameplay experience. Our work emphasized content creation that aligned with visual and tech quality expectations as well as ensuring a fun, immersive and realistic destruction experience.
In the earlier stages of production I had the privilege of working closely with the Cairo multiplayer pod for the Siege of Cairo map to create visual target benchmarks as well as bring the central palace to final quality, ensuring it met our high visual standards. My contributions also included producing and finalizing various architectural assets such as modular building ruins, storefronts and more which added depth and authenticity to the environment.
A massive thanks to the exceptional support and expertise of Adam Dencker and Gaëtan Perrot, as well as the dedication of the entire Cairo pod to deliver this stunning map!
https://www.artstation.com/bronzegear https://www.artstation.com/korann
This main street was used for an early visual target demo during production. We were a lot of excellent artists working on this deliverable to showcase asset quality and destruction and ultimately I think the quality here speaks for itself.