Drive on Moscow proved to be a huge challenge in terms of content and time. Lots of content (four maps, each of which was about twice the area of Battle of the Bulge)  in a very short amount of time. So there was a lot techniques, tricks and shortcuts developed to get the maximum out of what we had.

Above is the clear/summer map. This was the root and base from which all the other maps derived. Unlike Bulge that was in large part 3D, this was mostly 2D. Unlike the deep valleys and high mountains of the Ardennes, the larger Moscow area is predominently flat. At least flat enough that at this scale you don’t really notice. So the only 3D elements where the trees and buildings, most of the seasonal change and detail being done in Photoshop.