


So the plan was hatched to send a team out to Australia to capture the country’s very specific lighting, weather and cloud formation patterns. In just an hour, we had more variety than the whole of the system we used last time.” “And what we got from it, frame by frame … there was so much more nuance to the lighting changes. “We shot a pre-production test here in Leamington Spa, just sitting in a field,” explains the lead lighting artist, Jamie Wood. For the third title though, the art team had a new idea: what about taking a high resolution camera, pointing it at the sky and capturing the whole expanse over many hours, as a detailed time-lapse sequence.įor a while, it was just that – a crazy idea. If you’ve played Forza Horizon 3, you will have noticed them: dramatic, ever-changing panoramas of cloud, punctured by light rays and accompanied by evolving weather patterns.įor the previous game in the series, Playground did what most studios do: they created a bunch of cloud models, then lit and rotated in them in various ways to suggest a seemingly changeable skyscape. The game provides a neat indication of where real-world simulation is heading in this ever-more graphically ambitious industry. There are races to enter, challenges to attempt and hundreds of new vehicles to unlock, but it’s the developer’s obsession with detail that has really stood out.
