UBISOFT AT A GLANCE

INTERVIEW WITH FABIEN TRONCAL

 We are a bit like an extension of the production team but there are still some back and forth, like any creative process. We work very closely with the production teams. We are present from conceptualization to post­-launch.

BIG LEAGUES

BATTLEFIELD 4 INTERVIEW WITH ROBERT SAMMELIN

What we see in front of us is what goes into the game.

In the end, it’s like real life sculpting, a rare occurrence in video game production.

THE WORLD OF ASSASSIN'S CREED

INTERVIEW WITH GILLES BELOEIL

Today, I can see my concept art directly in the game, it is very impressive. The technology evolved a lot. So I have to give more information and detail in my paintings now, more details (unfortunately).

A NEW DIRECTION

BATTLEFIELD 3 INTERVIEW WITH ROBERT SAMMELIN

 Here at DICE we’re among the first on a project and the last to leave – doing initial pitch concepts, to discovery ones, throughout years of production all the way to the marketing assets like key art, logos, and various expansion pack art.

A LIFE OF CRIME

BATTLEFIELD HARDLINE INTERVIEW WITH PATRICK O’KEEFE

The goal of early Concept art, or visual development, is to be both aspirational and inspirational. More than often the work goes through many different versions. Visual Development art is created in a bit of bubble, without tons of consideration to game engine capabilities or even game design.

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