Hello, super proud and excited to show a small peek through the curtain of how Battlefield 6 characters were made, from super early days to the present! As a Key Character Artist my primary responsibilities were to drive key character initiatives, building workflows and pipelines, lookdev and RND work. However, the biggest part of my role is collaboration. All this effort is a result of extensive collaboration through the years - multiple studios, multiple disciplines, multiple experiences.
In this post I want to focus on the many contributors and key collaborators, people who don't always get the spotlight but had massive impact on the final result.
First of all - I want to thank my key collaborators in Tech Anim: Harald Zlattinger and Felix Lang, who handled the complex face pipeline and character tooling to run like clockwork.
Frostbite, for pushing character rendering forward - Yasin Uludag for crazy advancements in Strand Hair rendering, Leo Taslaman for the sim side of it, Robin Taillandier for anything cloth system related, Viktor Alm on the rendering side, and many more!
Also worth mentioning SEED for helping out with face scanning, along with EA Create for taking these scans and consistently delivering quality. EASH for helping out on early R&D tasks. Anton Liivak for the cosmetics system. Makoto Tanaka on the Tech Art side for helping with any request and optimisations. Special thanks to Anders Caspersson for building Scan Server and helping with scan processing automation. DICE IT for continuous support.
And of course, big thanks to all the artists across BF Studios and our external partners for their passion and amazing art.