You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Capturing Reality: Gathering Reference for Forza Motorsport 5
Speaker(s): Arthur Shek
Company Name(s): Microsoft Studios (Turn 10)
Track / Format: Visual Arts

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

Overview: Game artists have the daunting task of building believable worlds or recreating environments from thin air. One thing binds them - they must compose textures and forge polygon primitives into detailed models for these visual spectacles. Any technology or process that can provide a head start in authoring textures and meshes can mean cheaper budgets, higher quantity and accuracy of content, and overall happy feelings for all. For a racing series like Forza Motorsport, artists must create the authentic and minute details of real-life and fictional environments. It all starts with how that reference is captured. In this talk, Arthur will cover the fundamental strategies and specific technology employed to gather reference data as a basis for making more and better content at a lower cost, and hope that these lessons can be applied toward any title that employs reference gathering in its process.

GDC 2014

Arthur Shek

Microsoft Studios (Turn 10)

free content

Visual Arts

Visual Arts