Concept
3D Illustration
3D Production
Battlefield 2042
3D Illustrations
Disciplines
Company
EA
DICE
Criterion Games
Credits
3D Game Assets – The DICE art team
UI Design – The DICE UI team
Art Direction – Pascal Eggert
3D Illustrations and Production – Baz Pringle
Information
A set of illustrations created for the player cards found in DICE’s Battlefield 2042. The task was to use 3D assets from the game to create original 3D illustrations and designs that would be used on the player cards.
Cinema 4D and Octane were used to render the final illustrations, with post work and addtitional painting in Photoshop. Game assets had to be converted to render correctly with Octane, and humanoids posed inside of C4D once imported.
Anatomy of a Player Card
Each illustration had to include areas at the top and bottom that would be blurred and used for the UI overlays.
Blurs had to be consistent, but the underlying palettes and values could vary in order to complement the visuals of each individual player card.
A safe area in the lower third of the illustration had to allow for badge overlays, with an emphasis on readability.
Marketing Alignment & Key Art Adaptation
These two specific player card layouts were developed to seamlessly align with the established global marketing key art.
The objective was to maintain strict visual continuity across the product ecosystem by directly mirroring the signature colour palettes, stylistic motifs, and high-energy diagonal design streaks that defined the game’s promotional identity.
While anchored entirely within the overarching marketing design language, these frames represent completely original compositions designed from the ground up for the player card format.
By carefully balancing the aggressive, high-contrast teal and orange lighting accents with new character staging, the illustrations deliver a bespoke look that feels intrinsically connected to the broader brand aesthetic while functioning within the constraints of UI interface.
Asset Extraction & Cinema 4D Look-Dev
A core element of this project involved sourcing raw 3D assets directly from the game build—ranging from heavy armour and hero characters to individual weapon components, rocket launchers, and ordnance canisters.
These production assets were exported, restructured, and brought into Cinema 4D to build out dedicated look-development scenes. This environment offered the flexibility required to explore dynamic compositions, allowing standard, utilitarian hardware to be transformed into striking visual centerpieces for the final player cards.