Let's Push Epic Cinematic Moments
with Randy Evans - Senior Creative Director of Cinematics, DICE
I started at DICE about 13 years ago. Before that, I was making Battlefield fan trailers in my free time. It was something I really enjoyed, being part of the community and finding creative ways to show off the game. When the chance came to join the studio, I went for it. It felt like a natural next step, and honestly, it still feels a bit surreal that I get to do this as a job.
What I’ve always appreciated about DICE is how high the bar is for quality, and how committed people are to reaching it. There’s a mindset here that even if something’s hard or not working yet, we just keep pushing until we figure it out. That’s something I really connect with. It’s also a place where I’ve always felt at home, the kind of place where people genuinely care about the work and about each other. Over the years, my team has become a real family. Many of us are close personal friends, and I think that’s because we all share a real passion for DICE and the games we’re building together.
What I do in my role is direct, edit, and create trailers and cinematic content. For example, on the Battlefield 6 reveal trailer, I directed it, edited it, and built most of the cinematic shots myself, start to finish. I’ve always worked that way, from coming up with the overall idea and tone, to directing the mocap shoot, working with composers, and then getting hands-on in-engine with camera animation, lighting, VFX, all of it.
One example that really stands out to me is the Rendezook moment from the Battlefield 2042 reveal trailer. The goal for that trailer was to take the chaotic, fun identity of Battlefield and bring some of those unbelievable moments to life in a cinematic trailer. As a long time player and fan, the idea of the Rendezook had been floating in my mind, it’s so over the top and silly on the surface, and I kept asking myself, how could we make that work in a trailer without it breaking the tone? The answer was to treat it completely straight. Execute it as realistically as possible, and the audience wouldn’t laugh, they’d cheer. Once I brought it up to the team, they were all in. From there, we started working on early concepts internally. We realized we were going to need some pretty elaborate wire work for our motion capture shoot and we'll have to drop a stunt actor from very high up, and they’ll have to grab onto a steel cage, while falling, that was also suspended well off the ground. By the time we shared the concept and plan outside our team, it was already clear that this was going to work. And it did, it really resonated with the public, and became a standout moment that people still bring up. Having that level of creative ownership across the board has always helped me make the trailers feel more cohesive. I’m also lucky to be surrounded by a world-class team, none of it would be possible without the close collaboration of my DICE Media family and the many talented folks across the development and marketing teams.
Having come from the Battlefield community, I’ve always looked at the work through the eyes of a player first. I remember what kind of moments used to get me hyped, and that perspective still drives a lot of my thinking. It’s something I come back to constantly, whether I’m concepting a trailer, shaping an experience, or building a sequence, I use that history as a starting point. It helps me stay grounded in what Battlefield is at its core, and from there, I can push into new directions without losing the connection to what makes the experience feel Battlefield.
What is exciting is that my role allows me to help shape that first big moment the world gets to see the game, and that’s something I don’t take lightly. Creating reveal trailers has been one of the most rewarding parts of what I do — whether it was for Battlefield 1, Star Wars Battlefront 2, or now Battlefield 6. Being part of that defining first impression is something I hold closest to my heart.
At the same time, my role lets me stay completely hands-on while also leading a team. I get to support and mentor the talented people around me, help shape the direction of our content, and still get involved creatively.
It’s a mix I really value, I wouldn’t enjoy it as much if I had to give up one side for the other.
For the future of Battlefield, I’m mostly excited about where we can go from here. Battlefield 6 gives us a great base, it’s grounded, it’s destructive, and it captures what makes Battlefield feel right. That foundation opens up a lot of creative possibilities. There’s so much we can do in that space, whether it’s telling big stories with massive scale or more intimate and emotional ones, or finding new ways to evolve the experience while staying true to what players and the community love. Right now there's more room than ever to create powerful moments, and I’m fired up to see how far we can take it.