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We recently spent time with Slightly Mad Studios’ COO Rod

Chong ahead of the release of

Project Cars 2

.

Words

Alesha Kolbe

I

f you’ve seen any gameplay from

Project

Cars 2

, you could be forgiven for thinking

you were watching a real life race.

Everything in this new racing sim has been

designed to look and sound as authentic as

possible, to the point you may blur the line

between the game and the outside world.

This immersion is thanks mostly to the

realism of the cars

themselves. According

to developer Slightly

Mad Studios’ COO Rod

Chong, getting the cars

picture perfect can be

quite the task. Once the

companies have agreed

for their products’

likenesses to be used in

the game, it comes down to the process of

actually capturing the cars.

Chong suggests there are a few different

ways to do this. “First, it depends if the car’s

new, or if it’s old. The newer cars usually

have a CAD [design] file of some kind. Often

the CAD has been prepared for video game

companies, or companies that make model

cars, and they’ll provide you with this file;

they may have simplified it, or sometimes

they give you a really complex file that you

could send

to China

and make your

own counterfeit

version if you like. After that, you need to

photograph the car, and usually you need

800 to 1000 pictures or so. It’s all the little

details; the lights on and off, the instrument

panels, everything must be documented,

all the nooks and crannies – even under the

dashboard, facing up behind the seats, all

that kind of stuff. It’s a lot of pictures.

"Hopefully then you have a 3D reference,

and a lot of visual media, and then from

there the car is constructed," he continues.

"After that you have to make different

resolution versions of the car. If the car is

way in the distance, you only need a low

resolution version of it, right, so a little level

of detail. But for the cockpit view, you need a

very high res version. Following that, there’s

an extensive period of time doing the physics

programming, and then QA testing.”

Chong adds that for older cars, the

process is a little different. Often there’s no

CAD file, and in that scenario, it's required

to scan the cars themselves. “But that’s not

always possible; there may be one version

of a car in a storage unit in

Japan, and there’s no way

to get access to it – the

rich car collector that owns

it isn’t going to let you

get access to it. In those

instances, sometimes we

have to construct a car

from just photographs. We

have a couple of specialist

car modellers on our team

who can do that, but

typically it’s not what you

want to do, you want to

scan the car.”

Finally, once the car has been modelled in-

game, some manufacturers even get drivers

to take them for a spin to make sure they

handle correctly. But according to Chong,

companies only occasionally offer drivers, so

sometimes Slightly Mad must provide their

own.

“McLaren gave us a test driver, and

Porsche as well, as an example. Otherwise,

we sometimes try and find drivers who

race the car in real life; we try and get older

drivers who have raced a variety of cars in

their careers, and get them to drive the cars

and give feedback.”

jbhifi.com.au

010

SEPTEMBER

2017

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stack.com.au

GAMES

FEATURE

Mapping out Long Beach

“We had to send a team of photographers out to Long Beach for

a week during the race.We had to get permission from the event

organisers for them to walk around the outside of the track, and

we did that for a week – not only during the day but at night too,

because the tracks all have 24 hours of lighting. In this case every

single building had to be captured at both times; what does it

look like at night, how does it light up at night? All these things

had to be perfectly replicated.”

Project

Cars 2

is out Sept 22

We have a couple of specialist

car modellers on our team...

It’s all

details

in

the

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