Battlefield 4
Flood Zone was the main map I worked on, together with Petter Sköld. I worked on the modular skyscraper assets. That included entire blocks, interior rooms, stairwells and rooftop modules.

Flood Zone was the main map I worked on, together with Petter Sköld. I worked on the modular skyscraper assets. That included entire blocks, interior rooms, stairwells and rooftop modules.

Flood Zone was the main map I worked on, together with Petter Sköld. I worked on the modular skyscraper assets. That included entire blocks, interior rooms, stairwells and rooftop modules.

Flood Zone was the main map I worked on, together with Petter Sköld. I worked on the modular skyscraper assets. That included entire blocks, interior rooms, stairwells and rooftop modules.

Flood Zone was the main map I worked on, together with Petter Sköld. Besides buildings I also worked on the park walls + the huge and modular highway asset. I expanded on modules originally done by Petter Sköld and added paths down/up to different areas.

Flood Zone was the main map I worked on, together with Petter Sköld. Besides buildings I also worked on the park walls + the huge and modular highway asset. I expanded on modules originally done by Petter Sköld and added paths down/up to different areas.

Flood Zone was the main map I worked on, together with Petter Sköld. I worked on the modular skyscraper assets. That included entire blocks, interior rooms, stairwells and rooftop modules.

Flood Zone was the main map I worked on, together with Petter Sköld. I worked on the modular skyscraper assets. That included entire blocks, interior rooms, stairwells and rooftop modules.

Flood Zone was the main map I worked on, together with Petter Sköld. Besides buildings I also worked on the huge and modular highway asset. I expanded on modules originally done by Petter Sköld and added paths down/up to different areas.

Flood Zone was the main map I worked on, together with Petter Sköld. Besides buildings I also worked on the huge and modular highway asset. I expanded on modules originally done by Petter Sköld and added paths down/up to different areas.

The dish in its entirety, I modelled and textured the pillars, cables and cable attachment structures. Also made sure it was possible to climb to the top. A campers dream.

The dish in its entirety, I modelled and textured the pillars, cables and cable attachment structures. Also made sure it was possible to climb to the top. A campers dream.

I modelled and textured the pillars, cables and cable attachment structures. Propdressed by other artists.

I modelled and textured the pillars, cables and cable attachment structures. Propdressed by other artists.

I modelled and textured the pillars, cables and cable attachment structures.

I modelled and textured the pillars, cables and cable attachment structures.

Pillars seen from another angle including an unlucky pilot.

Pillars seen from another angle including an unlucky pilot.

The lion statue was scanned and I did the highpoly cleanup, modelling, texture transfer and fixes for it. Destruction was made by another artist.

The lion statue was scanned and I did the highpoly cleanup, modelling, texture transfer and fixes for it. Destruction was made by another artist.

I did some modelling and added materials to the bottom base structure of the skyscraper using already existing textures.

I did some modelling and added materials to the bottom base structure of the skyscraper using already existing textures.

I modelled and added materials to the art piece platform (eye shaped) just outside the skyscraper using already existing textures. I also made destruction for the walls.

I modelled and added materials to the art piece platform (eye shaped) just outside the skyscraper using already existing textures. I also made destruction for the walls.

Modelled and textured the bollard controller.

Modelled and textured the bollard controller.

I modelled/textured the upper surveillance cameras. The lower one was made by another artist.

I modelled/textured the upper surveillance cameras. The lower one was made by another artist.

I modelled and added materials to the upper area base structure on the huge skyscraper based on a blockout and using already existing textures.

I modelled and added materials to the upper area base structure on the huge skyscraper based on a blockout and using already existing textures.

I teamed up with John Troive to do the ground debris textures. It was used on many levels throughout the game.

I teamed up with John Troive to do the ground debris textures. It was used on many levels throughout the game.

Modelled/textured this manhole cover for Siege of Shanghai

Modelled/textured this manhole cover for Siege of Shanghai

Modelled/textured this second manhole cover for Siege of Shanghai

Modelled/textured this second manhole cover for Siege of Shanghai

I did the modelling and texturing for the underpass area rooms (floor, walls and ceiling, including destruction)

I did the modelling and texturing for the underpass area rooms (floor, walls and ceiling, including destruction)

My old bunker from Battlefield 3 made a return.

My old bunker from Battlefield 3 made a return.

This rock was my first photoscanned asset. :)

This rock was my first photoscanned asset. :)

I did modelling and texturing in the panopticon area (excluding middle tower) based on a blockout. That included entrance, surrounding tunnels, stairwell and destroyed ceiling. Some material polish was done later by other artists.

I did modelling and texturing in the panopticon area (excluding middle tower) based on a blockout. That included entrance, surrounding tunnels, stairwell and destroyed ceiling. Some material polish was done later by other artists.

I modelled and textured the prison cell doors.

I modelled and textured the prison cell doors.

I did modelling and texturing in the panopticon area (excluding middle tower) based on a blockout. That included entrance, surrounding tunnels, stairwell and destroyed ceiling. Some material polish was done later by other artists.

I did modelling and texturing in the panopticon area (excluding middle tower) based on a blockout. That included entrance, surrounding tunnels, stairwell and destroyed ceiling. Some material polish was done later by other artists.

I did texture and material work on the huge canal asset leading down to the lake, based on an existing blockout. Prop dressed by other artists.

I did texture and material work on the huge canal asset leading down to the lake, based on an existing blockout. Prop dressed by other artists.

I did texture and material work on the huge canal asset leading down to the lake, based on an existing blockout. Prop dressed by other artists.

I did texture and material work on the huge canal asset leading down to the lake, based on an existing blockout. Prop dressed by other artists.

I did texture and material work on the huge canal asset leading down to the lake, based on an existing blockout. Prop dressed by other artists.

I did texture and material work on the huge canal asset leading down to the lake, based on an existing blockout. Prop dressed by other artists.

For the BF4 Naval Strike Xpack I was responsible for the aircraft carrier interior level design and art, with the help of a team of artists, for the new game mode Carrier Assault.

For the BF4 Naval Strike Xpack I was responsible for the aircraft carrier interior level design and art, with the help of a team of artists, for the new game mode Carrier Assault.

For the BF4 Naval Strike Xpack I was responsible for the aircraft carrier interior level design and art, with the help of a team of artists, for the new game mode Carrier Assault.

For the BF4 Naval Strike Xpack I was responsible for the aircraft carrier interior level design and art, with the help of a team of artists, for the new game mode Carrier Assault.

For the BF4 Naval Strike Xpack I was responsible for the aircraft carrier interior level design and art, with the help of a team of artists, for the new game mode Carrier Assault.

For the BF4 Naval Strike Xpack I was responsible for the aircraft carrier interior level design and art, with the help of a team of artists, for the new game mode Carrier Assault.

And last but not least, the Megalodon easter egg. Model and textures by me. In-game footage courtesy of Mattler on Youtube.

And last but not least, the Megalodon easter egg. Model and textures by me. In-game footage courtesy of Mattler on Youtube.

Battlefield 4

Battlefield 4 (released 2013) is one of the largest projects I've been a part of so far, except for Battlefront 1 and 2. Having worked on Battlefield 3 and the BF3 Armored Kill expansion pack just before it was fun to start on an entire new game and getting the opportunity to work on much bigger assets this time around. I also got the chance to play around with photogrammetry for the first time.
My main responsibilites was to help build various 3D assets (often large set pieces) for the maps Siege of Shanghai and Flood Zone but I got to work on Lancang Dam, Operation Locker and Rogue Transmission as well. Working with outsourcing was also a part of the daily routine, preparing briefs etc.
Later on I moved on to the BF4 Naval Strike expansion pack were I was responsible for the level design and art of the aircraft carrier interior for the new game mode Carrier Assault, together with a team of artists.
As always, it was a huge team effort and even though it could be very stressful at times I have a lot of fond memories from this project.

More artwork