Website powered by

Battlefield 1: They Shall Not Pass

As 2D Artist I was heavily focused on UI design and implementation which allowed me to work in many areas related to UI and UX. Working closely with the team I had the chance to create art for the front end, design icons, work with cameras and implement UI elements working within the Frostbite engine.

Carlos villarreal kwasek bf1 xp1 verdun final

Fig. 1 Front End Parallax Image
As 2D Artist one of my tasks was to capture in-game screenshots for the Front End. The images had to be post-processed and layered in order to achieve a parallax effect.

Carlos villarreal kwasek bf1 xp1 verdun frontend

Fig. 2 Front End Parallax Image In-game
The image had one final post-process blur effect in the engine in order to achieve readability in the content.

Carlos villarreal kwasek bf1 xp1 graveyard final

Fig. 3 Front End background image.

Carlos villarreal kwasek bf1 xp1 graveyard frontend

Fig. 4 Front End background image

Carlos villarreal kwasek bf1 xp1 underworld final

Fig. 5 Front End background image

Carlos villarreal kwasek bf1 xp1 underworld frontend

Fig. 6 Front End background image

Carlos villarreal kwasek bf1 xp1 fields final

Fig. 7 Front End background image

Carlos villarreal kwasek bf1 xp1 deploycamera

Fig. 8 Camera Deploy Screen for Verdun Heights Multiplayer Level.
I was responsible for implementing several UI elements and part of that job involved working with cameras.

Carlos villarreal kwasek bf1 xp1 icons1

Fig. 9 Minimap Icons.
I was responsible for creating all the Minimap images using technology developed for the retail game. Part of that job involved creating all the different icons for new features such as flags or vehicles.

Carlos villarreal kwasek bf1 xp1 icons2

Fig. 10 Vehicle Icons for the Front End.
I was responsible for designing and creating various different 2D assets to support the new features. The icons above correspond to new vehicles introduced for the French Army.