Inside DICE: Taking terrain to new heights in Armored Kill
DICE Senior Environment Artist Andrew Hamilton runs us through the creative goals of creating the environments for Battlefield 3™: Armored Kill. Hello everyone, I’m Andrew Hamilton, Senior Environment Artist here at DICE. My role spreads quite far throughout different aspects of the environments...
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Inside DICE: The Making of Caspian Border
Back in 2010, our multiplayer design pod was facing a dozen level concepts up on the wall. The previous day we had narrowed it down from 29 pitches, and these were the ones that had made the cut. I picked the one with the beautiful countryside — a serene landscape of trees, open fields and expansive...
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Inside DICE: New Tweets from the Battlefield
Alan Kertz is the Core Gameplay Designer behind a lot of great in-depth blog posts published here at the Battlefield Blog. In this new episode of “Inside DICE”, he takes more of your tweeted questions and answers them personally. Keep the questions coming here on the blog (or send them to @battlefield)...
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Inside DICE: Adapting the Battlefield visuals for Close Quarters combat
In this episode of “Inside DICE”, we let you in on the design philosophy behind the HD Destruction in Battlefield 3™: Close Quarters and how the VFX was tweaked to fit the mayhem in this new indoors environment. Hello everyone, I’m Nadab Göksu, Senior VFX Artist at DICE. I have been doing visual...
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Inside DICE: Tweets from the Battlefield
Alan Kertz is the Core Gameplay Designer behind a lot of great in-depth blog posts published here at the Battlefield Blog. In this episode of “Inside DICE”, he takes a handful of your most tweeted questions and answers them personally. Keep the questions coming here on the blog (or send them to...
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Accessorize It: Finding the Perfect Setup to Fit Your Playstyle
In this episode of “Inside DICE”, Core Gameplay Designer Alan Kertz returns with an in-depth look at how we balance and rebalance the game after launch. He will also help you realize some of the most significant changes in how the different accessories in Battlefield 3™ are tweaked in the latest patch...
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“The most common misconception about QA work is that it means simply playing games”
In this episode of “Inside DICE”, QA Tester Zeke Lugmair shares his personal story about how he landed a job at DICE, what his job as QA Tester entails, and his tips for people who want to join the industry just like he did. “As a kid of roughly eight years old, one of the most mind-blowing...
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Designing the new Wake Island 5-flag layout for Xbox 360 and PS3
Since the release of Battlefield 3: Back to Karkand, a very popular subject has been the be or not to be of a 5 flag Wake Island for consoles. Here’s Gameplay Designer Gustav Halling with the inside story on how the new 5-flag layout came into existence. Hi all. My name is Gustav Halling, 26 years old,...
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USAS 12 Frag Rounds: Tale of the Tape
Following up on his last “Inside DICE” post, Alan Kertz returns with the inside story on the much discussed Battlefield 3 USAS 12 shotgun and FRAG rounds: Where the inspiration came from, how it was balanced shortly after launch, and how we’re rebalancing it based on community feedback. I...
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Fine-tuning the Deathmatch Experience in Battlefield 3™
When designing the multiplayer suite for Battlefield 3 it was important to appeal to a diverse player base with different competitive preferences. With a game mode as established as Deathmatch and its variants, the multiplayer team set out to provide a familiar experience that also retained the Battlefield...
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