“The spaces we see in the reference material might be too big, or too small, to function in the game,” they add. Here’s the temple grounds on Yavin 4, for another example. “Same goes for every other location that we bring to the game,” they write. “This method makes it a lot easier for the artist to create complex environments quickly,” the developers write, “as opposed to more traditional, more manual methods, like using a perspective grid.” EA DICE/Electronic ArtsĪlso, using the Kamino cloning facility as an example, a direct representation of what has been seen in a movie may not make for a great map in a multiplayer game. For example, this image of the environment on Jakku forms the basis for the ensuing level’s scale and lighting. While it’s a gallery of cool landscapes and scenes, worthy of an upcoming film as much as a year-old game, they also explain how the studio goes about creating and balancing a map.Ĭoncept art, a DICE blog post explains, isn’t just material to get developers on a more technical side of things into some mood or state of mind about what they’re building. EA DICE shared a raft of concept art from Star Wars Battlefront 2, which added Geonosis (above) to the game three weeks ago.