The Battlefield Blog | Inside DICE: Adapting the Battlefield visuals for Close Quarters combat
Inside DICE: Adapting the Battlefield visuals for Close Quarters combat
You create the chaos
One important aim for me with Close Quarters is to let players generate ambient environmental chaos. All HD Destruction leaves behind a big and very long-lived dust particle cloud that shows the trace of war and turns the surrounding dusty.
On the Skybar level [our internal title for Ziba Tower] for example, you have the sprinklers that will trigger if someone shoots at them or if an explosion goes off nearby. We also have gas stoves that burst into flames during the entire round. Showers start to leak water and steam, TVs are buzzing with static, lights are flashing, and so on. The experience I want to convey is that you generate the chaos, and you can track were the action is by following the signs of destruction. Put simply, at the end of a round, a Close Quarters map should look and feel completely different from when the round started.
[ame=http://www.youtube.com/watch?v=rV6q63GA7a0&]BF3_Close_Quarters_VFX_Test.mov - YouTube[/ame]
Randomly shooting at stuff
Above you can see a demo montage that I put together, just randomly shooting at stuff to showcase the destruction internally here at DICE. I just added a slow motion effect in post-production because I wanted to see all the details in our HD Destruction.
Besides what has already been discussed in this post, a lot of work went into tweaking existing effects. The RPG explosion has been remade, for example, and now has a very unique look. Players should now be able to see a distinct difference between an RPG explosion versus a hand grenade explosion, especially since the latter also has seen a revamp with Close Quarters. These changes not only look pretty they were absolutely necessary from a gameplay perspective as well, since the base game FX would effectively block visibility in two entire rooms inside the Ziba Tower map!
Other explosive items that have been revamped for Close Quarters are the C4 and Claymores. The C4 explosion radius should now match its actual gameplay area more closely, and the Claymore now has a directional based cone of mayhem, also modified to fit its actual gameplay range. These are all changes that were essential in bringing the Battlefield indoors, where space is much tighter than on a traditional Battlefield map (like Caspian Border, for example).