Andrew Hamilton & His Nature for Battlefront
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Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.

Great job and very inspiring! Thanks for sharing.

Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.

Andrew Hamilton & His Nature for Battlefront
3 August, 2016
News

During Electronic Arts’ quarterly financial conference call, Chief Executive Officer Andrew Wilson, talking about the performance of Star Wars: Battlefront, stated the company is overjoyed with the game’s success and 6.6 million players that played the game through Q1. Major part of this success goes to amazing artists working for the company. One of these great people is the art director Andrew Hamilton.

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Andrew Hamilton, John Troive, and Anton Grandert surveying “Endor” – the Californian redwood forests.

The amazing artist oversqw the creation of the natural content and levels for Endor, with the support of the team at DICE. A couple of months ago we’ve published a huge article on the production process behind Star Wars: Battlefront. Gorgeous visuals of the Jedi game always depended on photogrammetry, but still you can’t achieve this astonishing level without some skills of artists like Andrew Hamilton.

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The list of his previous projects includes great titles like Star Wars: Battlefront, Battlefield 4, Battlefield 3: Armored Kill, Battlefield 3, Need For Speed: Hot Pursuit, Bionic Commando. He worked as an artist for Splash Damage, Grin, Starbreeze and, of course, DICE. Now the artist is employed as Art Director at DICE, working on the second part of Star Wars: Battlefront. We can’t wait to see the results of his work! 

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As we’ve mentioned, artists at DICE are working closely with photogrammetry to achieve maximum authenticity. We’ve attached some videos on this approach from Andrew Hamilton for you to get some details on the work of the modern art director.

Source: LinkedIn

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