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Real Racing Formula E

Real Racing Formula E was a project built from Real Racing 3 as part of a support event for the real-world Formula E race series. I had the great opportunity to lead a small and agile team of artists to authentically recreate real-world race tracks so that people attending the races could virtually race each other around the track, on networked racing rig PCs, as well as race against the real race drivers. This was an incredible opportunity, allowing us to push our visuals to what the mobile engine was capable of at the time. I'm incredibly proud of what my team pulled off, especially given the short, and strict, deadlines for each track.
A handful of the tracks would later be optimised and ported back to Real Racing 3.

As Art lead on the project and acting Art Director, I had the responsibilities of:
*Team leading
*Art directing visuals and graphical improvements
*Tools and pipeline development in conjunction with our amazing Technical Artists
*Timeline, asset list, and sprint management
*3D Assets, environments, and textures
*Mentorship
*Art reviewing
*Outsource Team management
*Gameplay testing

I also worked initially as Interim Outsourcing Manager, helping to create the pipeline required for outsourcing environments, testing vendors and establishing long-lasting relationships.

Created for the first season of FE, this is the Hong Kong race track - Marketing shot

Created for the first season of FE, this is the Hong Kong race track - Marketing shot

The Berlin Race track - Marketing shot

The Berlin Race track - Marketing shot

The Paris track, looking at the Tomb of Napoleon Bonaparte.
One of the hero assets on the track, while most other buildings were modular and more generic.

The Paris track, looking at the Tomb of Napoleon Bonaparte.
One of the hero assets on the track, while most other buildings were modular and more generic.

Zurich - In-game, bumper camera

Zurich - In-game, bumper camera

Santiago - In Game, interior

Santiago - In Game, interior