The Saboteur

Saboteur - Xbox 360, PS3, and PC

This is one of the final gameplay trailers the marketing team created for the launch of The Saboteur.

Early concept development direction for the 'Will to Fight' gameplay feature. Areas of the map that dark and gloomy were occupied by the Nazis while those in color were freed by the French Resistance. Concept by Imran Sheikh.

Early concept exploration for the 'Will to Fight' gameplay feature. Concept by Bryan Norton.

Early concept development direction for the 'Will to Fight' gameplay feature. Areas of the map that dark and gloomy were occupied by the Nazis while those in color were freed by the French Resistance. Concept by Jason Hazelroth.

Early concept development direction for the 'Will to Fight' gameplay feature. Concept by Jason Hazelroth.

Final concept for the main hero Sean Devlin. Chris Hunt as AD, concept art by Massive Black.

Final concept for the main hero Sean Devlin. Chris Hunt as AD, concept art by Massive Black.

Final concepts for main characters Sean Devlin, Skylar, Dierker and Veronique. Chris Hunt as AD, concept art by Massive Black.

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Saboteur - Xbox 360, PS3, and PC

Concepts for new map location for post launch DLC. Concept by Imran Sheikh.

Concepts for new map location for post launch DLC. Concept by Imran Sheikh.

Description

This is one my favorite games. It was the first time I was accountable for developing a game entirely from scratch. We started out with a one page brief and our incubations teams desire to not follow in the footsteps of a prototype created by another team in the company. From our small incubation team of six people, we expanded the team to at least 150 plus developers, built a new game engine and editor for an open world game, created an entire new visual style, and original gameplay features in just over four years. It was painful at times but I loved it and I am still so proud of the team who built this product.

Role

Art Director

For

Pandemic Studios, Electronic Arts

Date

Jan 2005 – Dec 2009

Type

XBOX 360, PS3, PC