

It's been an exciting challenge bringing regions and cities that are exclusive to the books into our new game. We also use all of that material as a jumping off point for characters who are in the books but aren't in the films, such as Glorfindel.Īnd turn it into gameplay that looks like this. We're using all of that stuff for the film-based characters and the film-based locations. From them, we have a wealth of information, including a fantastic database of imagery from the films. We're really fortunate to be able to work so closely with them. One thing that has been central to The Battle for Middle-earth II and its predecessor has been our relationship with New Line Cinema. So we're keeping the painterly look of the first game, but we're adding some specific technology that takes it a little further and amps up the visual subtleties so those tiny little structures and people look more detailed and even truer to the movies. When you look at the game world from this angle, the structures and people are pretty tiny. For example, our game is played from a God's-eye view of the battlefields. Our canvas, so to speak, is much smaller than this. It was a real challenge creating a real-time strategy game that matched the look of the films. This time around we're able to bring a little more rendering tech to the table, which impacts that look.

In The Lord of the Rings, The Battle for Middle-earth, we established a muted, almost painterly, look to the game art. Tolkien fiction that never appeared in the movies, my job includes envisioning what these things will look like in the world we've created based on New Line Cinema's films.

Additionally, because this year's game also includes locations and characters from the J.R.R. I manage all of the artists, keeping a watchful eye on quality and doing my best to ensure that the look of the game is as true to the look of Peter Jackson's films as possible. Britton Art Director, EA LAĪs art director on The Lord of the Rings, The Battle for Middle-earth II, I'm basically the keeper of the look of the game. The artists take concept art that looks like this. But how do you create imagery for things in the books that we've never seen on film? And how do you make it consistent with what we've already seen? To answer, we got EA LA's Matt J. So EA secured the license to the literary portions of the universe and is now combining the two to create The Battle for Middle-earth II. However, the movies covered just a part of J.R.R. With the epic movie trilogy complete, you'd think that EA might have a hard time coming up with a new story for The Lord of the Rings, The Battle for Middle-earth II, the sequel to last year's real-time strategy game.
