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Turn 10 Studios
Forza Motorsport
Vegetation Artist on Forza Motorsport
My primary responsibilities included vegetation creation and tools development alongside our excellent Tech Art, Tools and Procedural teams as well as set dressing across 11 of the launch tracks. I was also responsible for the initial research of tracks to identify vegetation, photogrammetry capture & processing and outsource management. Finally I was responsible for the training and direction of internal vegetation artists and production timelines for vegetation.
For this release we developed a brand new library of fully dynamic 3D vegetation, moving away from the traditional 2D cards from pervious Forza titles. This required a high level of collaboration from multiple teams to update the engine, refine performance and create new tooling to support production. It was a huge task requiring many talented contributors and all work is the culmination of many amazing artists.
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