Nguyen_M3_DLC2__01.jpg
 Treelines, silhouettes, and sightlines were always refined following every playthrough so we could establish better vistas (moving terrain and entire hillsides if needed), and to play with light breaking through the canopies above. 

Treelines, silhouettes, and sightlines were always refined following every playthrough so we could establish better vistas (moving terrain and entire hillsides if needed), and to play with light breaking through the canopies above. 

 We had a lot of fun building and establishing this island.  Working alongside designers we set down gameplay areas such as this remote, abandoned village and the scenic areas leading to and from it. 

We had a lot of fun building and establishing this island. 
Working alongside designers we set down gameplay areas such as this remote, abandoned village and the scenic areas leading to and from it. 

Nguyen_M3_DLC2__03.jpg
Nguyen_Island_03.jpg
Nguyen_Island_05.jpg
Nguyen_Island_block_c_01.jpg
 The jungle chase/raceway was fun to build and maintain, particularly when testing it with our selection of "offroad" vehicles, allowing for more steep climbs and obstacles for bumpy rides that our city cars couldn't handle well. 

The jungle chase/raceway was fun to build and maintain, particularly when testing it with our selection of "offroad" vehicles, allowing for more steep climbs and obstacles for bumpy rides that our city cars couldn't handle well. 

Nguyen_Island_block_e_02.jpg
 Due to the entire island being mostly jungle, so many reveals could be crafted to show off vistas and frame combat and play-spaces ahead. 

Due to the entire island being mostly jungle, so many reveals could be crafted to show off vistas and frame combat and play-spaces ahead. 

Nguyen_M3_DLC2__01.jpg
 Treelines, silhouettes, and sightlines were always refined following every playthrough so we could establish better vistas (moving terrain and entire hillsides if needed), and to play with light breaking through the canopies above. 
 We had a lot of fun building and establishing this island.  Working alongside designers we set down gameplay areas such as this remote, abandoned village and the scenic areas leading to and from it. 
Nguyen_M3_DLC2__03.jpg
Nguyen_Island_03.jpg
Nguyen_Island_05.jpg
Nguyen_Island_block_c_01.jpg
 The jungle chase/raceway was fun to build and maintain, particularly when testing it with our selection of "offroad" vehicles, allowing for more steep climbs and obstacles for bumpy rides that our city cars couldn't handle well. 
Nguyen_Island_block_e_02.jpg
 Due to the entire island being mostly jungle, so many reveals could be crafted to show off vistas and frame combat and play-spaces ahead. 

Treelines, silhouettes, and sightlines were always refined following every playthrough so we could establish better vistas (moving terrain and entire hillsides if needed), and to play with light breaking through the canopies above. 

We had a lot of fun building and establishing this island. 
Working alongside designers we set down gameplay areas such as this remote, abandoned village and the scenic areas leading to and from it. 

The jungle chase/raceway was fun to build and maintain, particularly when testing it with our selection of "offroad" vehicles, allowing for more steep climbs and obstacles for bumpy rides that our city cars couldn't handle well. 

Due to the entire island being mostly jungle, so many reveals could be crafted to show off vistas and frame combat and play-spaces ahead. 

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