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This project is based on a test I conducted for Actvision's Shanghai division. The entire test was themed around war and was part of the design for their core product, Call of Duty. The story background is set in a Soviet town during World War II that had been attacked by the German army. The buildings in the town had suffered various degrees of damage, but the main structures were still mostly intact, not completely destroyed. My task was to overpaint on these greyboxes based on gameplay, enhancing the overall atmosphere of the scene.

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Original layout

Here is a reference for the layout of the central area. The positions of buildings, vehicles, and fences need to remain unchanged due to gameplay reasons, but the appearances of the buildings and vehicles can be replaced. I need to design three buildings in the central area, including two civilian buildings and one main building. The fnal shot needs to show an angle that captures the overall layout.

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I have set the camera angle quite large try to show the environment as much as I canm, also I've set the lighting here to evoke the feeling of a sunrise, and designed most of the buildings in warm colors. War is cruel, but I hope to create a sense that the darkness is passing and the hope is coming. 

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Building on the characteristics of traditional rural vernacular architecture, this design enhances the module space with rich gameplay layers. Players can enter the building through a collapsed wall on the frst foor, and the falling wooden beams can guide them to the second foor. The wooden plank walkway can serve as a cover against air attacks, such as those launched from ambush positions high in the church. Alternatively, players can choose to enter the second foor via an external staircase, creating a bidirectional, non-closed spatial layering.

The right side of the first foor is designed as a hotel. Players can break through the wooden door to enter, gather supplies, and then proceed to the main interior through a collapsed wall. They can search each room before ultimately reaching the second-foor platform.

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This is the main building of the entire area. The fag hanging at the entrance is designed with bright colors, which can attract players' attention and suggest the entrance here. The design of the entire building integrates traditional Byzantine and Brutalist design languages

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