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[In this Gamasutra-exclusive postmortem, David Jefferies of UK-based Black Rock Studios (formerly known as Climax Racing) follows up last year's postmortem of MotoGP'06 with an honest look at this year's THQ-published Xbox 360 iteration, covering optimization, frontend, crowd systems and more.]
MotoGP'06
was released in June 2006 for the Xbox 360. Developed by Climax
Racing and published by THQ, it enjoyed good commercial and critical
success including receiving a BAFTA nomination. As soon as we'd got
it out the door we started work on its sequel, MotoGP'07.
As
it transpired, it was to be our final outing with MotoGP
franchise because Disney acquired Climax Racing in the fall of 2006.
Our name was changed to Black Rock Studios and we were tasked with
working on original IP for Disney. But before that, we needed to
finish MotoGP'07.
Now that this was our swan song, we were determined to end on a high.
What
Went Right
The
Spectacle
- One
of our objectives on MotoGP'07
was to try and get across more of the spectacle of the race. The
tension, noise and hubbub on the grid just before a real race are
incredible, as is the color and palpable excitement of hundreds of
thousands of fans. I think we all recognised that one of the
shortcomings of MotoGP'06
was
its lack of dynamism around the track -- the tracks looked great but
they could also be very static.
In
order to achieve this spectacle we invested in pre- and post-race
cutscenes, a new crowd system and some new audio to go with it.
The
crowd system in MotoGP'06
was
a mixture of a few dozen animated instances and tens of thousands of
static billboard characters rendered using the same technology as our
volumetric grass. This time we wanted to have tens of thousands of
animated crowd members decked out in the
colors of
their favorite rider, and when you got close to them they needed to
turn into 3D models.
Crowd systems can be controversial on
development teams because they require a large investment yet don't
provide any gameplay advantage. You also can't see them when you're
powering along at 200mph. All that is true, but we believe that,
especially for sports titles like ours, they provide an essential
level of immersion that just isn't there with a load of static
billboards.
The
system was based on a highly optimized CPU skinner that meant all the
3D crowd members could be rendered with a single draw call, coupled
with an impostor system, which meant all the billboard characters in
the distance were always animating. The system applied random
clothing, skin tones and accessories (sunglasses, cameras etc) to the
characters but the artists could also specify grandstands as having
allegiance to certain teams and riders so, for instance, all the
Ducati fans would be stood together in a grandstand wearing their red
shirts.
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