Battlefield V

Battlefield V Dev Tracker




05 Jun

Comment

Originally posted by NozGame

f**k.YES. Now I'm hyped, especially after seeing the last 10 seconds. 4 maps in one chapter too, good stuff. One from the SP though, but f**k it I'll take it since a lot of people have been asking for it anyways.

When I moved to the live team that's the thing I kept pushing. I wanted that to happen since we got asked for it a lot so, here we go :)

Comment

Originally posted by iRustic

The pacific theater is going to look so god damn good. Can't wait.

Saturdays gonna be good :)

Comment

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Comment

Originally posted by Citizen_F

I have to ask that to every level designer I meet : could you define your work in just three words? (not especially for BF).

Thank you!

Create, Test, Iterate.

Comment

Originally posted by danielmshick

Braddock you sneaky bastard what have you been keeping from us??

Nothing! Nothing really. *evil grin*

Comment

Originally posted by KillerCh33z

I will watch every minute

It's super interesting.

Alrighty. I'm gonna try to get it ready between EA PLAY and E3. I really want y'all to see this.

Post

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Comment

Originally posted by Braddock512

I've got this awesome presentation from one of the Devs they did at a local university regarding art design. I'm working to get it built out as a Community Broadcast that includes the video. It's really interesting (I've watched it a couple of times) and has some amazing details on what it is to make art in video games.

I will say, it's a like 93 minutes long, but ripe with awesome detailed info. It's on my list of things to do post E3 (get it formatted, reviewed, and then posted).

Comment

Originally posted by DJ_Rhoomba

Hey u/Braddock512, any word on doing some more behind the scenes Community Broadcasts/videos? Would still love to see how you guys created/animated and got sounds for tanks, planes and other iconic vehicles!

Thanks for your hard work as always!

I've got this awesome presentation from one of the Devs they did at a local university regarding art design. I'm working to get it built out as a Community Broadcast that includes the video. It's really interesting (I've watched it a couple of times) and has some amazing details on what it is to make art in video games.


04 Jun

Comment

Originally posted by Leptic

Or he is posting " Interesting little information about map development leading up to launch " because he is excited about it and wants to share it with other people otherwise missing it in anohter thread. Some people are so negative towards others...

Fair enough. I am sorry. I have been pulled out of context and put on display once too often on Reddit. I am probably just a bit over careful. Carry on please. :)

Comment

Originally posted by _Drakesden

This is a joke. No distinguishing between countries, going for the worst possible settings for launch... I can't wait to play as an Italian solder fighting the Soviets in the Pacific, in that case.

Comment

Originally posted by resurrected_kitten

Oh, and the factions are Axis and Allies. We don't distinguish between countries as you have seen so far.

Do you mean we will never see the introduction of individual nations as their own factions?

I mean that currently in the game (I wrote "so far") we have no other representation other than Axis and Allies. As you know, you play as Allies in Rotterdam, Devastation, Panzerstorm, etc for example. In regards to the future? I don't know and/or can't tell. I am not involved with customisation nor would I talk about the future. For those kinds of information look out for official posts and news.

Comment

Originally posted by NoobStyle1451

Even if I remember correctly from couple of places such as DICE twitter, battlefield V artbook and tweets from other devs, there is too much changed. Some of them what I hear is a little dissapointed me because some old iteration concepts are far more interested me than current ones.

Such as twisted steel with a defensive line like Bf1 maps. I expected that map became perfect breakthrough map because it can be include escaut sector of maginot line, especially for that marketed as like that. It can be give map a better soul, a better connection with ww2. And can be far more interesting experience at breakthrough.

Or different lighting, different time of day at narvik.

The amount of changes listed above apply to any level in any BF game or other game that I worked on. You build something, you test and evaluate it, you change it if required. No level is perfect on the first try. No one is that good. Normal process and not specific to Battlefield.

For Twisted Steel: The main difference to the first version is the amount of vegetation. Swamps are normally not filled with trees. You can imagine the amount of sniper fire that would come from the bridge if you would remove 50% of the trees. ;)

Comment

Originally posted by CastleGrey

Remember how BF1 had different factions on different maps to make them at least roughly in line with the participating belligerents IRL?

BF1 had no soldier customisation.