Star Wars Old Republic Concept Art Star Wars the Force Awakens

The Concept Fine art of Star Wars™ Battlefront™ 2

Bask some stunning concept fine art and learn more almost its role in bringing the levels in Star Wars™ Battlefront Two to life.

STAR WARS Battlefront II

At DICE, we accept a lot of pride in the visuals going into our games. Of course, tech contributes a lot with Frostbite being a powerful game engine, merely the high level of visual fidelity wouldn't exist possible without a collaborative effort, spanning talent beyond different fields.

In Star Wars Battlefront™ Two, a stellar-looking environment is never down to just a couple of artists, only rather to different crafts working together equally a squad. That'southward the only fashion we tin achieve the standards we prepare for our games.

Explorational concept fine art of the Purple Base of operations on Endor in Star Wars Battlefront Two.

Below, even so, nosotros're going to take a closer look at the role of concept art specifically. By showcasing some piece of work, and walking you through the process, we hope to give you lot a better understanding of its part and importance. Merely, admittedly, we also just want to evidence off some stunning Star Wars art.

So, we'll give you both!

Starkiller Base of operations.

The Idea and Showtime Typhoon

Information technology always starts with the idea. The concept artists gather to brainstorm the setting, the mood, and what characters and creatures should inhabit this space. They're not only working to match the moving picture references, simply they're likewise figuring out how to tell the narrative in a visually articulate and accurate way together with the story squad and Lucasfilm. Quick thumbnails are sketched out and discussed.

Tauntauns on Hoth.

In one case the initial idea is on paper, the process of fleshing it out begins. It's common do to block out the environment using 3D software such as Maya, or whatever program the creative person is almost comfy with. Although artists have different backgrounds, trainings, and personal styles, their work ultimately contributes to the same goal.

First Guild forces on Jakku.

The 3D block out acts as a base for perspective, scale, and a crude, initial lighting pass. This method makes it a lot easier for the artist to create complex environments apace, equally opposed to more than traditional, more manual methods, similar using a perspective grid.

The battle on Geonosis rages on.

In one case the block out is made, the image is rendered, brought into Photoshop, and painted on top of. To capture the right mood, artists might utilize color palettes from existing cloth from the movies, or other reference materials provided past Lucasfilm.

Venator-class Star Destroyer on Kashyyyk.

Different Categories of Concept Art

Nigh art in this commodity characteristic environmental and visual effects, lighting, and lots of details, making up images that resemble a last look. Not all concept fine art appears that way, though. There are different kinds, serving different purposes. Have this paradigm of a section of the Death Star II, for instance.

A section of the Death Star Two being constructed.

The intent of this image is to show how a slice of the Death Star II could wait similar while it's being constructed. This blazon of concept fine art acts as a guide for the 3D artists – the people who are going to build these structures and objects – so they tin can get a clear, unobstructed view of the geometry.

By directly comparing this layout image to the fine art down below – one featuring atmospheric lighting, reflections, steam coming out of the floor, and generally representing a more than final await – you'll be able to meet why the above is more than useful for a 3D creative person at an early building stage.

Death Star 2 concept art representing a more final look.

At present, this overview line drawing of the space dock on Mos Eisley serves yet another purpose.

A birds-eye view of the space dock in Mos Eisley.

This is to inform the level designers – who probably have their rough building blocks laid out at this point – and the environmental artists how to exactly configure these buildings to brand them look and feel similar a real, alive, and breathing city.

Information technology provides them with a view of how we should infinite these buildings out – and how much surrounding prop dressing is needed – to make it expect believable.

Clearing out the Rebel scum from the dusty streets of Mos Eisley.

The layout view of Death Star II, and the overview of Mos Eisley, also act every bit textile which the art squad tin middle discussions around with Lucasfilm, to make sure that nosotros're fix on the right form.

The Coaxium Mines of Kessel in Star Wars Battlefront 2.

Applying the Star Wars Legacy to a Multiplayer Action Game

As you might expect, at that place are lots of things to have into account when creating new art for Star Wars, a universe filled with such a rich visual and narrative history.

The lush forests of Takodana, inspired by Star Wars: Episode 7 – The Force Awakens™.

The legacy of Star Wars needs to be treated with care. We can't wander off and create something that has a completely different await and feel. Because then it only wouldn't be Star Wars. Our shut relation with Lucasfilm is key to brand certain we cheque all the boxes here.

Clone troopers in the Cloning Facility on Kamino.

Earlier creating the concept of the Cloning Facility on Kamino, for example, the artist closely studies what's been previously created. That cognition is and so used to create an interpretation which would work within the given gameplay limitations.

Another area concepted for the Cloning Facility on Kamino.

A 1:1 representation of Kamino as seen in the movie might not necessarily make up a great multiplayer map. Same goes for every other location that nosotros bring to the game.

The spaces we see in the reference material might be too large, or besides small, to part in the game. More places for players to hide and take cover may be needed, so information technology doesn't get a sniper fest. And and then forth.

The ancient temple grounds on Yavin 4.

Ultimately, our mission is to marry a universe that millions of Star Wars fans hold dear with fun gameplay.

Toxic factory waste on the barren Geonosian dwelling house world.

Concept Fine art is Intertwined Throughout the Development Process

Concept art is important as it helps to visualize and bring out ideas in the advent of a game's creation. However, at Die, the concept art team is intertwined throughout the entire creation process for the levels in the game.

Things don't simply change between the movie references and the initial concept fine art, but also betwixt initial concept art and level design.

Night on Endor.

In one case the level designers have blocked things out, the concept artists normally must have another laissez passer at the architectural details, simply because the play expanse has changed.

Permit'due south say that a courtyard in a building space is a sure size in the concept, but once we get the characters in at that place to run effectually in early on playtests, we realize that it needs to exist a lot smaller.

The serene beauty of Theed.

Equally the level creation progresses, concept art is continuously used to flesh out ideas and bring in more than details where needed.

Also, the initial concept art but portrays a small selection of areas in the level – not its entirety. When level designers add more areas to the map, concept artists are brought in to better upon those with paint overs showing lighting and visual effects, re-applying the same esthetics from previous concept images.

Another expanse in the royal capitol of Naboo.

This continuous effort is all most bringing the current state of the map closer to the initial concepts. At first, concept art works as a guide to what to create. Just every bit we offset getting things into place, it too serves as a standard to button the quality even further.

Clone troopers rushing to defend Kashyyyk from the Separatist ground forces.

Which brings united states to another of import betoken: concept art acts as an aspirational goal, or vision, of how we want the game to wait.

Its goal is to bear witness how a rough, blocked out level could look once we have the finished lighting, atmospherics, and textures. How it could look if we add certain details such as extra trees, hanging banners, and other niceties.

X-wings stationed on the grounds outside the Great Temple on Yavin 4.

And, to show that if nosotros make it to this level of quality in the game, we're in a good place.

Then the environment artists, lighters, and visual effect artists can drive information technology to a signal where it looks close to the concept art – if not better!

The Clone Wars accept begun with the arrival of Geonosis to Star Wars Battlefront II.

The brewery in Maz's Castle on Takodana.

The downed Star Destroyer on Jakku.

–Daniel Steinholtz (Follow Daniel on Twitter @dsteinholtz)

Remember to continue an eye on this space for total coverage of Star Wars Battlefront II.Also, sign up today to receive the latest Star Wars Battlefront II news, updates, backside-the-scenes content, exclusive offers, and more (including other EA news, products, events, and promotions) by electronic mail, and be sure to follow EA Star Wars on Twitter, Facebook, and Instagram, or bring together the discussion on the official forums.

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Source: https://www.ea.com/en-gb/games/starwars/battlefront/star-wars-battlefront-2/news/concept-art-of-star-wars-battlefront-ii

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