
Concepting fictional cars for use in the game, befitting the supplied Art Direction and Game Style

Extreme weathering and ageing effects and shader solutions created for the in game vehicles. This is a demonstration of the dust map that could be added to any car.

Visual Target created for the Art Style guide of the interior of a police car. Head rests removed for full panoramic camera view. Everything "chunkified" as part of the art style pass.

I designed a generic template for all cars to be mapped to and worked with coders to come up with appropriate shaders. All surface detail comes from tileable textures and masks so the overall spend on vehicles in greatly reduced, allowing multiple cars to be generated in the same scene without blowing memory budgets yet offering a seemingly unique range of cars.

Placing characters in the cars, I could work out the metrics and balance the scales of the cars throughout concept and production.


With the generic mapping solution over all cars, it was possible to create multiple variations of the same car by simply swapping out body parts, such as bumpers and spoilers.




With no extra texturing work, the different bodykits would work straight out of the box.
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