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Battlefield 6 - Siege of Cairo

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!

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I worked extensively on the central architecture piece palace's main courtyard interior and exterior spaces which served as a visual benchmark for a lot of the other palace assets.

I worked extensively on the central architecture piece palace's main courtyard interior and exterior spaces which served as a visual benchmark for a lot of the other palace assets.

Adam Dencker did a fantastic effort in taking the initial prop dressing and taking it to 11 in the best possible way.

Adam Dencker did a fantastic effort in taking the initial prop dressing and taking it to 11 in the best possible way.

This large interior upper room was used as a primary visual benchmark to set and align on quality for a lot of the remaining palace interiors.

This large interior upper room was used as a primary visual benchmark to set and align on quality for a lot of the remaining palace interiors.

I think all of the detailing in this room turned out great and I'm so pleased we were able to keep all of the hanging ceiling lamps dynamic so that they react to explosions and forces.

I think all of the detailing in this room turned out great and I'm so pleased we were able to keep all of the hanging ceiling lamps dynamic so that they react to explosions and forces.

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.

I also helped the pod finalize this semi-modular kit of destroyed building ruins. Using existing assets and shaders we managed to get to a very high visual quality with quite a fast and modular workflow.

I also helped the pod finalize this semi-modular kit of destroyed building ruins. Using existing assets and shaders we managed to get to a very high visual quality with quite a fast and modular workflow.

I supported with some polish work on storefront assets to add quality to the final assets with texture, mesh and color detailing.

I supported with some polish work on storefront assets to add quality to the final assets with texture, mesh and color detailing.