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Battlefield 6 - Siege of Cairo

I worked as an Architecture Artist on Battlefield 6 in the Core Environment Art and Destruction team, where we focused on setting high standards for creating shareable destructible architecture across multiple studios. Our work emphasized content creation that aligned with visual and tech quality expectations as well as ensuring a fun, immersive and realistic destruction experience. Some of the features I worked most on includes Architecture Destruction tooling, Destruction textures and shaders, Debris Clusters, Edge models and other areas related to Architecture and Destruction.
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Early in production I was fortunate to work together with the Siege of Cairo pod and other artists to bring a large part of the map to quality. My main focus was creating the speedmodels of the architecture content on the main boulevard and setting up their destruction as well as creating a finalized model for the large facade and storefront. It's been a massive team effort bringing all of the work together from all crafts and it's been really fun to work together with so many talented people along the way.
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Congratulations to the pod who pushed this beautiful map to an extraordinary visual quality.


 Big shout out to Adam and Gaëtan who were the main structural artists on this level.
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https://www.artstation.com/bronzegear
https://www.artstation.com/korann

For Siege of Cairo I worked mainly on the architecture along the Boulevard.

For Siege of Cairo I worked mainly on the architecture along the Boulevard.

This large facade and storefront with playable interiors is the building I worked on from start to finish.

This large facade and storefront with playable interiors is the building I worked on from start to finish.

Facade destruction

Facade destruction

I worked on a lot of global architecture content used across all maps, like destruction textures, edgemodels and debris.

I worked on a lot of global architecture content used across all maps, like destruction textures, edgemodels and debris.

I had the opportunity to work on the beautiful arcade in the early stages, creating the speedmodel, brief and pillar chipping destruction.

I had the opportunity to work on the beautiful arcade in the early stages, creating the speedmodel, brief and pillar chipping destruction.