Forza Motorsport 5 is a launch title for the Xbox One developed by Turn 10 Studios. My team (which varied from two - eight artists over the course of the project) was entirely responsible for all the art and construction of three of the twelve shipped tracks at the launch of this title. We also assisted/finished two of the other shipped tracks. I've worked on almost every element of these tracks. This includes: roads, roadlines, road edges, barriers, tire walls, physically based materials creation, textures, buildings, terrain, shaders, vertex painting, grass, props, power lines, signage, pit areas, hero buildings, collision, complex UV setups for next-gen shader techniques, LODs, lightmaps, etc. I had a Lead position on the creation of the vast majority of the 'raceday' objects. I regularly worked inside the proprietary Fuel engine to implement all of our work into the game, create materials, and build the levels to dev kits to ensure that we were hitting our 60 FPS at all times among other strict performance benchmarks. All of this art was based on laser scan data, GPS/satellite imaging, and color correct photo reference. The exception to this is on the Airfield track, which is a fictional location. The only things we did not make for the tracks were the vehicles, crowds, initial splines and the lighting. We used the Microsoft Visual Studio platform for source control.
Bathurst - This was the first track we started on for Forza 5 and the one I worked on the most. All of our work on this track was based on laser scan data and extremely detailed satellite images and reference photos. I was responsible for modeling, texturing and making materials for the large hotels, radio towers, and many other buildings and structures around the track. I also helped with the UVing and texture/material work for the main pit building. All barriers and most of the signage were created by Jason Rost and myself. I built all of the Power lines/poles, standard fences and some of the catch fences including all textures and physically based materials. I worked on the shoulders and road edges and other playable areas throughout production. I modeled and cut up various areas of terrain and built materials and textures for it. I was responsible for grass implementation and some vegetation and 'raceday' object placement. I helped squash bugs and optimize the track. These images (provided by Microsoft or direct feed from the Xbox One) heavily showcase my work on the track.
Silverstone - My responsibilities on Silvertone were also substantial. I worked on terrain, terrain painting and materials, grass, sand traps, road edges, shoulders, barriers, road lines, signage, textures, materials, UV's, and various other tasks. I was in charge of UVing, texturing, some modeling and creating all materials for the large Silverstone Pit area shown below. I worked on several other buildings including the medical facilities and old pit area. All of this had to align with precise laser scanned data and exact colors as they appear in real life. The images below (provided by Microsoft or direct feed from the Xbox One) heavily showcase my work on the track.
Test Track Airfield - The Airfield is a fictional location and gave us a lot more creative freedom outside of provided concept art and gameplay. My main responsibilities for this level were conceptualizing and creating all of the props and art for non-playable areas (security cameras, water valves, antennae, power lines, etc.) and building all of the barriers and fences. This includes building the small orange and white plastic barriers and then placing them as markers for the various courses. I set up a large amount of the roadlines and runway markings around the level. One of the larger tasks I had was the creation of the Curtiss C-46 Commando aircraft. The model and textures were initially provided by Microsoft but had to be partially remodeled and retextured, have portions modeled and baked, heavy optimization, LOD creation, lightmaps, etc. I also created all materials for them. Disassembled variants made by Jason Rost.
Raceday Objects - For the 'raceday' objects, I lead a team of three artists, myself included, in rapidly creating over 160 objects and props that would be spread around all of the tracks to help bring them to life. Each object had to be built, textured, have materials, lightmap UVs, LODs and go into the engine in four - eight hours and still look awesome. My responsibilities aside from asset creation include assigning asset to artists, organizing and tracking assets through excel, giving support to artists, revisions and fixes, devising methods for rapid asset creation, projecting time estimates and general communication from producer to artist. I personally created approximately 60 props/variations. Below are some of the props I created.
Circuit de Catalunya and Road Atlanta - Most of my work on Catalunya and Atlanta was towards the end of production when the tracks needed some last minute overhauling. My primary work took place between the barriers. I worked on road edges, terrain, shoulders, massive material overhauls, grass, and general optimization. I spent some time remodeling and optimizing barriers, fences, grandstands and various buildings and structures to get them into the final visual and performance targets.
Copyright Tanner Ellison 2014