RIDE is a new game IP developed by Milestone, that offers the chance to ride over 100 bikes, in 4 different categories (Superbikes, Supersports, Naked, and Historical Bikes) and take them over a wide variety of city, country and historic circuits from the world of motorcycling.

  • Developer: Milestone
  • Platforms: PC, PS4, XboxONE, PS3, X360.
  • Software used: 3DS Max, Photoshop, Substance Designer, Crazy Bump, GEM 2 Engine.
  • Year: 2015

I worked as main Environment Artist on the MIAMI track, from the initial prototype phase to the final polishing.
The development of the whole environment took up to 5 months, encompassing several different tasks:

  • Track layout and circuits variations map creation (based on designers guidelines)
  • Generic buildings prototype (modeling, UV, texturing)
  • Reference gathering (mainly using Google Street View)
  • Outsorcing documentation creation for props, generic and specific buildings (I chose which objects and buldings to produce)
  • Outsorcing assets production coordination (4 companies)
  • Outsorcing assets polishing
  • Miami assets PBR materials setup and tuning
  • Miami environment set dressing

This track has been a big challenge because we needed to recreate a big city, within the technical limitations of the GEM 2 Engine (Milestone’s proprietary next-gen engine).
The MIAMI BEACH environment is huge, it hosts 3 different circuits (FULL, EAST and WEST) and it’s composed by 9 different “sectors”. However because each sector only uses 4 different models we needed to find a way to create variation. With this goal in mind I prototyped the “generic building” asset, each one with following specs:

  • Each building is divided in 2 “halves”: 2 sides are from one reference building and the other 2 sides from another reference building.
  • The modeling of each side of the building have to be unique, so that we can rotate the building on all the 4 sides.
  • Each building has 4 texture variations stored in a 4096×4096 texture atlas (shifted using UV Shift).
  • On each “UV Shift” several parts of the building can change color using an instance color mask: the desired color can be picked from a color picker.

Below you can find the following content:

  • Several in game screenshots of the Miami track, taken around all the 3 track variations: FULL, EAST, WEST;
  • Generic Building color and texture variations examples: two animated images show the 2 different halves of the same building;
  • Generic Building UV shift layout and textures;
  • Miami EAST track gameplay video.
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Project info

RIDE is a new game IP developed by Milestone, that offers the chance to ride over 100 bikes, in 4 different categories (Superbikes, Supersports, Naked, and Historical Bikes) and take them over a wide variety of city, country and historic circuits from the world of motorcycling.

  • Developer: Milestone
  • Platforms: PC, PS4, XboxONE, PS3, X360.
  • Software used: 3DS Max, Photoshop, Substance Designer, Crazy Bump, GEM 2 Engine.
  • Year: 2015
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Work done

I worked as main Environment Artist on the MIAMI track, from the initial prototype phase to the final polishing.
The development of the whole environment took up to 5 months, encompassing several different tasks:

  • Track layout and circuits variations map creation (based on designers guidelines)
  • Generic buildings prototype (modeling, UV, texturing)
  • Reference gathering (mainly using Google Street View)
  • Outsorcing documentation creation for props, generic and specific buildings (I chose which objects and buldings to produce)
  • Outsorcing assets production coordination (4 companies)
  • Outsorcing assets polishing
  • Miami assets PBR materials setup and tuning
  • Miami environment set dressing

This track has been a big challenge because we needed to recreate a big city, within the technical limitations of the GEM 2 Engine (Milestone’s proprietary next-gen engine).
The MIAMI BEACH environment is huge, it hosts 3 different circuits (FULL, EAST and WEST) and it’s composed by 9 different “sectors”. However because each sector only uses 4 different models we needed to find a way to create variation. With this goal in mind I prototyped the “generic building” asset, each one with following specs:

  • Each building is divided in 2 “halves”: 2 sides are from one reference building and the other 2 sides from another reference building.
  • The modeling of each side of the building have to be unique, so that we can rotate the building on all the 4 sides.
  • Each building has 4 texture variations stored in a 4096×4096 texture atlas (shifted using UV Shift).
  • On each “UV Shift” several parts of the building can change color using an instance color mask: the desired color can be picked from a color picker.
+
Content shown below

Below you can find the following content:

  • Several in game screenshots of the Miami track, taken around all the 3 track variations: FULL, EAST, WEST;
  • Generic Building color and texture variations examples: two animated images show the 2 different halves of the same building;
  • Generic Building UV shift layout and textures;
  • Miami EAST track gameplay video.
MIAMI IN GAME SCREENSHOTS
MIAMI GENERIC BUILDING
GAMEPLAY VIDEO - MIAMI EAST TRACK

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