Call of Duty 2017 Box Art Call of Duty 2

The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article exists in or is relevant to the real world.

MW2 Artbook Cover.png

Behind the Lines: The Art of MW2 is an art volume included in the Prestige, Veteran, and Hardened editions of Call of Duty: Modernistic Warfare two. The volume shows various concept art, such equally scrapped levels and the evidence of major storyline changes throughout development.

Contents

  • 1 Analysis
  • 2 Content
    • two.1 Characters
    • 2.ii Conceptual Fine art
    • two.three Vehicles
    • 2.4 Weapons

Analysis

The artbook was released in the Hardened edition of Call of Duty: Modern Warfare 2 with the game manual and disc. It was also released with the Prestige and Veteran editions along with Nighttime-Vision Goggles/Soap ice climbing statue and the game manual and disc. The artbook shows the reader how Infinity Ward dealt with graphics, texture streaming, and other aspects of the game.

Content

Characters

The post-obit content are exact quotes from Behind the Lines: The Fine art of MW2:
  • Picking up later the events of Telephone call of Duty 4: Modernistic Warfare, Modern Warfare 2 needed a potent and charismatic villain to fill in the void after Zakhaev'due south death. Makarov is younger and more sophisticated than his predecessor; a razor sharp personality with unbridled ambition and piffling restraint.
  • For the game'south start stealth mission, we had to come up with a look that was both tactical and functional for the precarious climb up the icy cliff. We originally wanted Helm Price as your climbing partner merely the story began to flourish when we decided to bandage John "Lather" MacTavish instead, the protagonist from Modern Warfare.
  • Sgt. Foley plays a key role as your squad leader in the Rangers campaigns. Nosotros fitted him with a non-standard Delta Forcefulness-style combat helmet to assistance him amend stand out in the squad. In creating the characters, we drew on previous experience and research, calculation as much realistic equipment and gadgets as advisable.
  • We've ever loved the idea of playing as a Navy SEAL. This early concept inspired one of our favorite levels, "The Only Piece of cake Day... Was Yesterday".

Conceptual Fine art

The post-obit content are verbal quotes from Backside the Lines: The Fine art of MW2:
  • Nosotros were exploring big-calibration environments on U.S. soil. We also wanted to heighten the number of destructible objects in a scene. A lot of these concepts were used to cipher in on what types of props we could use for destruction while also conveying a sense of grandeur for Modern Warfare 2.
  • Drinking glass shattering concept with the Juggernaut graphic symbol thrown in for added drama. Brittle glass turned out to exist ane of the coolest things to destroy while playing.
  • The Gulag was one of the most conceptualized parts of the game. It serves every bit a pivotal moment in the game's story.
  • We wanted to enhance the stakes by bringing the battle to the U.Due south. Washington DC provided lots of emotive environments, including the haunting statues of the Korean War Memorial.
  • Concepts for "Cliffhanger", one of the near challenging levels to create in terms of meeting our stringent visual standards.
  • We are always aiming for the perfect chase sequence. These are a couple of ideas we were experimenting with early on on in the project.
  • Concepts painted over in-game screenshots were used to assist inspire the design team. The ghettos of Brazil proved to be a vibrant and richly detailed location for new environments.
  • The Favela climb provided an interesting twist on vertical layered combat, Nosotros were allowed opportunities for new enemy behaviors such as jumping from rooftop to rooftop and firing from behind closed doors and shutters.
  • Pigment overs of war taken to America's suburbs.
  • This is a concept for one of our multiplayer levels. These levels exercise not always need to follow the game's unmarried player story so the concepts can be varied in their approach and design. The goal is always to create a unique and interesting identify for the players to enjoy.

Vehicles

The following content are exact quotes from Behind the Lines: The Art of MW2:
  • Telephone call of Duty: Mod Warfare 2's enemies are much more than worthier adversaries than ever before. We wanted the player to be fearful of enemy armor. The imposing BTR-80 was a perfect vehicle for attacking the player, deploying enemy troops, and even parachuting onto U.Due south. soil.

Weapons

The post-obit content are exact quotes from Behind the Lines: The Art of MW2:
  • Reinventing the fashion nosotros make weapons was a challenge, but with a few alterations to our pipeline, we managed to dramatically improve the detail of our guns. This also allowed us to implement more customizable attachments and camouflage schemes.
  • Sometimes we know things exist but are so top secret that we accept to rely on a little bit of skillful old fashioned creativity. Though if partly fictional, we still aim to make things feel grounded in reality. The sentry gun is a team favorite followed past the portable UAV control and glutinous grenade.

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Source: https://callofduty.fandom.com/wiki/Behind_the_Lines:_The_Art_of_MW2

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