Hey Rivals Fans! My name is Tecartix and I am a technical artist/developer for Cie Games, responsibile for 3D prototyping, connecting dev with art and developing 3D animations, visual effects, cinematography such as camera moves/pans, smoke/fire effects and lighting. I'm here to show you guys some awesome new stuff we have been working on!
Ever since we introduced Turf Wars, we've always wanted to add a more meaningful connection between our players and the cities they were racing in and fighting over. To accomplish this, we have created SIX all-new tracks for Racing Rivals- one for each city in Turf Wars! Each one has a completely custom and unique look to it, capturing the architecture, lighting and mood of each iconic world city.
New TOKYO Track and City:
![fetch?id=121929&type=full](http://racingrivalsforum.ciegames.com/filedata/fetch?id=121929&type=full)
![fetch?id=121930&type=full](http://racingrivalsforum.ciegames.com/filedata/fetch?id=121930&type=full)
Video:
https://www.youtube.com/watch?v=uMko-tOg-7Y
Behind the scenes: The cities are all created in 3D and all are custom and unique worlds.
We started by concepting the tracks and intro/outro area. Created sketches, then when it was approved we started building it in 3D. Our 2D and 3D artists created awesome textures for the elements, billboards, storefronts, trees, etc. Then we started prototyping it making sure the tracks are optimized for the mobile devices. Keeping the framerate at 60FPS is our most important priority so the race experience will be super smooth. After the prototype is approved, we polish it up, check every detail and optimize it. The last stage is to integrate it into the game engine and code it so you guys can race on brand new environments.
New RIO Track and City:
![fetch?id=121931&type=full](http://racingrivalsforum.ciegames.com/filedata/fetch?id=121931&type=full)
![fetch?id=121932&type=full](http://racingrivalsforum.ciegames.com/filedata/fetch?id=121932&type=full)
Video:
https://www.youtube.com/watch?v=pS7bt_69OnU
Behind the scenes: The cities are all created in 3D and all are custom and unique worlds.
We started by concepting the tracks and intro/outro area. Created sketches, then when it was approved we started building it in 3D. Our 2D and 3D artists created awesome textures for the elements, billboards, storefronts, trees, etc. Then we started prototyping it making sure the tracks are optimized for the mobile devices. Keeping the framerate at 60FPS is our most important priority so the race experience will be super smooth. After the prototype is approved, we polish it up, check every detail and optimize it. The last stage is to integrate it into the game engine and code it so you guys can race on brand new environments.
Please remember that this is JUST A PREVIEW. There is still some work to be done on this massive feature, but it's coming out soon and we wanted to give you guys a sneak peek at what we've been working on. Of course, it's important to remember that bug fixes, quality of life features and other more technical items are still being worked on simultaneously. This was a project handled by our 3D artists while our developers have continued to work on other issues, such as bug fixes.
We hope you like what we have shown you today and we can't wait for you guys to see it in the live game! See you on the streets!
- Tecartix
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