How Star Wars: Battlefront's Beautiful Levels Were Made

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Andrew Hamilton was Lead Environment Artist on DICE’s Star Wars: Battlefront. So if you’ve ever paused during the game just to admire how utterly gorgeous the vegetation and dirt is, he’s one of the main people to thank for it.

I wrote about the game’s use of “photogrammetry” earlier this year if you need a recap, but words are nothing compared to the three videos below, which show exactly how the team at DICE scanned actual film locations to bring the game’s levels to life.

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You can see more of Hamilton’s work at his personal site.


To see the larger pics in all their glory (or, if they’re big enough, so you can save them as wallpaper), click on the “expand” button in the top-left corner.

Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you’re in the business and have some concept, environment, promotional or character art you’d like to share, drop us a line!


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About the author

Luke Plunkett

Luke Plunkett is a Senior Editor based in Canberra, Australia. He has written a book on cosplay, designed a game about airplanes, and also runs cosplay.kotaku.com.