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Bliztkrieg - Free-to-Play WWII Vehicle Combat Prototype

Over a two week period at EA we built a vehicle combat prototype used as a pitch for a larger game that would include tanks, planes, and ships, all in one massive free-for-all.  We built terrain, destructible buildings, and a playable prototype that was used to build a suite of pitch assets, including a full video and concept art.

I was responsible for the overall visual direction and concept art.  I wanted this to be a blend of traditional WWII themes and modern, hi-tech visuals that would make it more appealing to a modern, younger audience. Bringing in stylized graphic design to the pitch materials helped convey this message, and the rich, contrasting, color-filled lighting in the demo helped point the project in an exciting direction.  I developed the concept art myself, and directed the team on lighting and color in-game.  Unfortunately we didn't get to move forward, but it was a great time running really fast, seeing what we could do. 

Prototype Video

Key Art

Key Art

With this key art I wanted to make WWII feel modern, showcasing the huge breadth of vehicles and the power a player would experience...speed, intensity, and aspiration. I pushed the pallet into rich reds and blues, stylizing the tracer fire into near laser like streaks so it would feel new and fresh.

Concept Art

Concept Art

Here I wanted to convey the rich lighting and stylized colors we would be using in-game. They levels were huge and expansive, with dramatic lighting that echoed the key art.

Pitch Deck Art

Pitch Deck Art

I created more assets for the pitch deck to drive home the modern visual take I was looking for on the WWII experience. This piece summarized the entire visual and game play experience in one shot, showing the three classes of vehicles available and the stylization of art that would be seen.

Prototype Pitch Trailer

We worked with a video editor to create this pitch trailer.  I sourced all the found art so we could quickly communicate the huge breadth of assets we'd be making, and directed the lighting and VFX within the demo.  The vehicles and buildings we sourced from an adjacent team.

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