Forza Motorsport 4


For all the objects indicated in these screenshots, I built, mapped, textured, lightmapped, and handled integration of the assets into the build using our in-house tools. For most of them, I also did a significant chunk of zone visibility tuning and texture priority tweaks for performance QA.

I handled a significant chunk of art bug and art performance bug QA for Infineon, Indy, and Alps. I primarily handled zone visibility tuning and bugfixing, texture priority fixes, shader correction, lightmap correction and optimization, instanced object placement, wrangling, and optimization, handling multi-case objects where different ribbons split or merged (especially on Alps), and correcting and tuning collision issues.

All images are screengrabs from my devkit, of in-progress builds.



Infineon Raceway

Made the score tower, play structure, and tweaked the lamp posts in the background to be unique to Infineon.

Made the timer signs for the drag strip traps, and the billboards along the side of the track.

Made the signage before the bridge between turn 4 and turn 7 (NASCAR route).

Made the sound wall along the backstretch. To keep the logo appearances to the correct scale and proportions and keep our licensing partners happy, this asset required a pretty convoluted process of stitching together a perspective-corrected ribbon panorama of the real wall (something like 30k pixels long), mapping it to geometry with an extra UV channel, and then baking it out into pieces for game-size textures. I used the same process for the "G-wall" billboards on the side of the G building next to it.

Made the G-wall (wall on G building) here on the backstretch, using the same process as the sound wall. Also built the retaining wall and the small building visible on the right edge of the image.

Made the Sunoco sign.

Made the main entry gates. This was before a final bugfixing pass on the terrain sheets underneath.

Made the headquarters building up on the hillside.

Made the magestic, endangered Ferris Wheel, which led to many duels with James O'Donnell's awesome but stubborn animated ferris wheel shader. Since we didn't have animation tools for track assets, James created a pixel shader that allowed us to create animated ferris wheels. I had this asset animating correctly with a motionless LOD to save perf, but unfortunately it was cut for track perf reasons.

Made lots, and lots, and lots, and...

...LOTS of signage and billboards along the edges of the course.

Made this part of the drag strip timing equipment and some pit doohickeys.

Made the NHRA-correct light tree for the drag strip.

The Ferris Wheel is dead.

Long live the Ferris Wheel.



Indianapolis Motor Speedway

Made the score tower obelisk, including the National Historic Landmark plaque.

Made the birdcage starting line flagger's tower.

Another angle of the flagger's nest. Alphamaps were used only for the circular holes in the railing frames, and for the ladder - everything else was built out as full geometry. This was a fun asset to work on.

Made the rotating octagon scoreboard / billboards, there are two of these on the track.

Made the backstretch flagger's tower for the Grand Prix course.

The other octagon billboard

Made the giant water tower in the distance.

Built this object, which I think is a lap counter.