Initially I wanted to go for a very stark simple approach to the battlefield; these concepts were a way to show how we could handle detail with shadow definition and make the playable space a fairly clean arena for your action to play out on.
The Fog of War image was the kicking off point of a bunch of tech that resulted in an amazing looking fluid-sim FoW that interacted cleanly with your army as you moved about the map - to my mind, a much more engaging improvement over the standard black void that is fog of war in most games.
Thanks Ben!
https://www.artstation.com/artwork/8BymyE
If we had done the Lunar landscape as an alternate map we could have explored a return to that black void in concert with the new FoW tech