The official Battlefield blog has an entry by Nadab Göksu, a senior VFX Artist at Dice, on the processes they went through on making the fx work for their latest game.
He talks about their need to make sure the players could just visually see each other in the tighter environments when the original fx would have obscured everything. There's also some thought on getting the proper messaging to the players through the fx as to what weapons are being used. It's a good piece of some of the hats an fx person must wear beyond just blowing things up.
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