- 11 hours ago
Category
📺
TVTranscript
00:06The Saga of the Crew is an incredible success.
00:10With 40 million players, we have a lot of expectations among a community.
00:16But let's be real.
00:19Despite all our knowledge and experience, we still need to win over people.
00:28This new opus, the Crew Malo Fest, has been developed to become a better game, closer to player expectations.
00:35Now the burning question is, did we achieve this ambition?
00:54In my blood, in my veins, I want to rain.
01:03You're not gonna stop me now.
01:05Through the fire, through the flames, I bring the faith.
01:19I started all my passion during my childhood, I would say.
01:22And the first time I said to my father, you know, one day I will have a red car and
01:27I will drive it.
01:28And this is my goal. I was just five years old.
01:33The first time I presented to Ubisoft, it was, guys, I would like to do a driving game about the
01:40US.
01:41From the beginning, it was open world, USA, the car, and the social aspect.
01:47To be sure that everyone can enjoy it, but with a friend, with somebody near to him.
01:53I'm here to support and have a vision about what the project will be.
01:59I'm, of course, the father and the public faces for all the crew.
02:03But let's be honest, it has been done by so many people that me and the team, we did a
02:08saga.
02:09And we continue the story and create the next opus.
02:12And for me, it represents a dream of a child that comes true now that will never end, which is
02:19really cool.
02:21Welcome to Hawaii, everyone. Look alive. You're at the Motor Fest.
02:35These are the festival grounds, but we've got the whole island set up for you.
02:42We've created a place where you can drive anything from the iconic to the super customized.
02:48It's a Motor Fest branded, lovingly crafted car culture celebration.
02:55We decided to go to Hawaii for two reasons.
02:58The first one, let's be honest, it's one of the most beautiful places on earth, with beautiful jungle, beaches, vegetation.
03:06There are so many different biomes to offer to the player that it's really superb to go and it's really
03:12happening for everyone.
03:12And the second one, it's really because it is completely related to the mood of the Motor Fest, which is
03:20about pleasure, about leisure and enjoying the time with your car and all the car culture in beautiful places like
03:27that. That's perfect.
03:35My job was to work on all the issues related to vehicles.
03:39Their behavior, their performance, and what we're going to do with this vehicle, on what type of terrain we're going
03:45to play, on what kind of course we're going to play.
03:49Enfant, I was very comfortable with the different types of vehicles.
03:54So the Journal of the Auto, for me, it was my bible.
03:56So I was going to learn about the size of the tires, the cars on the sièges back, the type
04:01of motorization,
04:03to the maintenance of the reservoirs, things like that.
04:06The control, in a video game, it's very related to the emotion that it generates.
04:11So my work is to ensure that when we take a manual vehicle, we can feel the feeling of piloting
04:20which we had imagined without especially trying.
04:22So my work is to make something credible, something that doesn't exist anymore.
04:35Compared to TC2, we have a bit more sim feeling, let's say, because the car tends to drift a bit
04:42more.
04:43The back will go a bit wilder, let's say.
04:46We are a bit less arcadey than the Pro 2, but we're still an arcade game.
04:50Because the point is that a child or someone who's not used to the game, to the Dragon game,
04:55can play and have fun after five minutes.
04:58So that's the hard part, in fact, in this job, because we have a really realistic physics
05:02and we need to make it very accessible for everyone, without making it too arcadey.
05:12The chance of our game is that it's an online game.
05:15So we have a lot of players who play online
05:17and we have people inside, for whom it's work to study,
05:21to understand what players like or not in our game.
05:25We have a lot of negative returns on the physical behavior of our vehicle.
05:30So players simply write that the physical is null or that it's bad.
05:34But today, the difference is that we have put a lot of things in place
05:38in saying that the vehicles need more of a sensation of acceleration.
05:43When we brake, we need to feel more visceral about what's happening.
05:47So concrètement, with all the plaintes, the griefs, the doléances of the players,
05:52we managed to isolate many elements.
05:59Grâce à ça, aujourd'hui, on a des véhicules plus réalistes, plus amusants,
06:04et parce que pour nous c'est très important, plus accessibles.
06:29All the different playlists, which are the type of activities that you will play inside our game,
06:34will be introduced to our players with a beautiful video,
06:37anchor in the reality with real footage.
06:41The purpose is to shoot all this real-life footage
06:45is really to help the player to anchor the car culture in real life.
06:49It really helps everyone to feel and live the moment in real.
06:54So for me, from the beginning of the project,
06:56I want to anchor in real life all this type of car culture,
07:00which is everywhere, for everyone.
07:06I think I could describe myself as the ear of the project,
07:10in the sense that I need to listen to all the aspects of the game,
07:15and my mission is to push the quality at its maximum,
07:18to provide the best audio experience as I can for the player.
07:30For design cars, we have many assets for sure.
07:33So first we have hundreds of cars,
07:36and for each car we have very specific sounds.
07:43We have a sound specific for the engine,
07:46and a sound for the exhaust, with the proper specialization.
07:51Then you have a lot of different sounds in addition to that.
07:54You have, of course, the feedback of your faces.
08:03Which are really important in terms of driving experience,
08:06to feel the ground and to be able to also anticipate
08:09when you are losing your grip,
08:11these kind of subtle things,
08:13but really important when you are driving.
08:19We have also suspension sound,
08:22we have the backfire, the sputters, the gear shift,
08:25the aero sound.
08:26We can also add, in addition to this,
08:29specific feedbacks,
08:31which are much more designed, I would say,
08:33when you are triggering the nitro, for instance,
08:38when you are doing the rewind.
08:39So these kind of things are a bit annexed to the car,
08:44but it gives the global soundscape also when you are driving.
08:48How do you feel?
08:54For the original music,
08:56what I wanted is to bring the influences of Hawaii,
08:59but without falling into the cliché with all the instruments
09:03that you can think about when you think about Hawaii,
09:05and to focus on one, actually, which are the percussion,
09:10and to be influenced by the traditional way of drumming in Hawaii,
09:16to work from that and to blend it into something really urban,
09:20modern,
09:21and to never have the really traditional drumming,
09:26but always have it in something really new,
09:30more impacting.
09:31It's not really the case when you are recording an acoustic drummer,
09:35so the idea was to blend it with electronic and modern processing.
09:51music for me is really important,
09:56because it's a way to forget anything that is complicated in my job.
10:02A good way to play music for me is just closing the eyes
10:06and forget everything,
10:07so I use it as the opposite of the complexity of my old days' work.
10:17The job of the programmer is to give to creative people,
10:23the art and designers,
10:25the ability to create what they have in mind.
10:30If we compare to creating a big object with Lego bricks,
10:34we are the guys that are creating the bricks.
10:37music for me
10:44At the start of this new office of the crew,
10:46we have requested to all the teams, artists and designers,
10:50what was the main tool they needed to make a better game.
10:54The biggest one is the world builder,
10:56because our world is so big
10:57that it's impossible to do it manually.
11:00So we have two kinds of power builder tools,
11:03the ones that are generating everything from parameters
11:07to simulate the nature
11:08or the road system like that are done in the real life.
11:13And the other part,
11:14that is giving users tools to meta-edit,
11:17because we don't want them to put manually every block of concrete,
11:22but we want them to just be able to draw a line
11:24and we will do the rest of the job.
11:27But this one is not full generation,
11:30because designers still have the control,
11:31designers must have the control.
11:35the new consoles.
11:35Thanks to the new consoles,
11:37the new generations,
11:39we are now able to display this kind of environment
11:41with never reached density.
11:44We are really on a dozen,
11:47even a hundred times more dense
11:49than the first opus of the franchise.
11:52And this is absolutely the case for all.
11:54Our cars are the same.
11:56music for the C2
12:00It was between 25 to 35 K polygons.
12:05And now we are between 120 to almost 200 K polygons
12:10for the top lot.
12:13To make a vehicle, we need a lot of steps.
12:16First one, when you choose a vehicle,
12:18we need some reference for the vehicle,
12:21photo and video.
12:22When we can,
12:23we need a CAD file from the constructor
12:26to help us to work faster and better,
12:29to make a more accurate model.
12:33The production form,
12:35it's really the car out of the factory.
12:36And now we are going to take care of different parts
12:39in addition to the player
12:40which will allow the player
12:41to customise their vehicle
12:42with several motor hoods,
12:44so the car handle of the car,
12:45with the front and rear bumpers.
12:48We also have a large kit on the sides
12:49to really elevate the vehicle.
12:51We also have different lights,
12:54different colors also.
12:56And so we have a total
12:57between 20 and 30 parts,
12:59so in average,
13:0025 parts per vehicle.
13:10Recently, we have re-rated a big part
13:14of the lighting system.
13:15More and more,
13:17rendering algorithms are
13:18physics-based rendering.
13:19We have pushed on cloud simulation
13:23because we have planes,
13:24and many kinds of atmospheric effects
13:27to be able to render the specificity of Hawaii,
13:31an island that is burned by the sun,
13:34but with humidity that comes from the ground.
13:36What is the work that is?
13:40What is the work that is?
13:41What is the work that is?
13:43What is the work that is to clear and
13:43to bring an audience on all the parties of the day.
13:49So here, for example,
13:50I am going to start in the middle of the mid-term.
13:52And in fact, I can move forward in the time.
13:55So, for the ombles move,
13:57the sun moves,
13:58the sun moves.
13:59We also manage the colorimetry
14:01of what is happening
14:03at the night of the sun,
14:04more or less intense.
14:06Then, we have the night
14:07where we will meet
14:09with all our artificial lighting.
14:11So that's where the other part
14:13of the lighting
14:13takes all its meaning.
14:14And in fact,
14:15we can come out and move
14:16a lot of things.
14:23So, welcome again
14:24to the Motorfest.
14:26I'm Malou,
14:27the Motorfest PR.
14:28And I'm here to get you up to speed.
14:36This is a big evolution
14:37that you will see and enjoy.
14:39And you will have a new experience
14:41where the car culture now
14:42is completely assumed
14:44and anchored through the progression,
14:46through the games,
14:47through the experience.
14:48It's not just one part.
14:49You won't be just the pilot
14:51or the chase guy,
14:53but you will be everything at the same time.
14:55And you will find many ways
14:56to enjoy your cars
14:57in a way that you never enjoyed so far.
15:00even inside of you.
Comments