22 Series Racing – First Video …

We’ve captured a WIP showing our new Antarctica track coming together – Still more to be done, but it’s turning out to be a fun track :)

New in this build is;
• New track layout
• Tweaks to the vehicle handling
• Simulated air controls – Aerodynamic forces on the vehicle make it behave something like a wing (holo graphic visuals showing this happening still to come)
• New track texture pass. Still more polish to be done, but happier with this direction
• Some environment work. This is the first track design that I’m really happy with, so I can now start dressing up the environment around it :)

Jump

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New track design (WIP)

We’re in the throes of putting together a new track combining just the most fun elements from our previous test tracks, which means that the new track includes two jumps (indicated by the big red hazard signs), one coming up in two corners and another in sector four that jumps over the corner just up ahead. All still done with a real physics simulation!

One of our aims was to end up with a lap time of around 1 min. Our best time on this track so far is 59:12 secs (down from a first time round of 1:30:23), which is feeling nice and tight, and fun :)
22-Future-Car-Racing-Game-Esport-Jump-Track

There’s still more track layout and texturing tweaks to be come!

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A hitchhiker’s guide to … err … 22?

It’s nice when your game surprises you :D

We just put some prototype propellers onto our 22 vehicle to do some testing for our race-time pit drones (and looking into potentially introducing some drone racing on the side, but more on that later!). We gave it a test, put the controller down and had a chat about the implementation for a couple of mins, only to turn back to the game to find that our propeller mounted race car had taken itself off into space. 43,000 metres and climbing!

Our sky shader was meant for viewing from a vehicle’s pov on Earth’s surface, not the stratosphere and beyond! New task, get a star map into the game :)

22 series racing game - exploring the universe

And of course we couldn’t help but to quickly get a space track into the game …

22 series racing game - take me to the moon

… Yeah, ok, so the moon isn’t in Earth’s stratosphere, but it didn’t look as interesting far away. I claim artistic license ;)

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Our second engine licensee game release – Rugby League Live 3

We’d like to say a massive congratulations to Big Ant on their recent release of Rugby League Live 3
Click to check out the Release Trailer

nrl_rugby_league_live_3_screenshot_10_1

We were proud and honoured to be involved and have our graphics engine “eight::gx” help out getting it looking pretty across PC, XboxOne, Xbox360, PS4 and PS3.

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A few screenshots

We’ve been working on some lighting, effects (clouds), shader, multi-core architecture and DX11 updates to our game and engine recently. So I thought that it might be a nice time for some screenshots updates to show where things are at.

We’ll be working some more on the lighting and shaders over the next couple of weeks, so hopefully I can put up some nice updates again once we’re done.

P.S. We’re most of the way through  integrating our HUD in line with the concepts. So we should be able to update on how that finally came together later this week too :)

22_Screenshot_03
22_Screenshot_01
22_Screenshot_02

Posted in Engine, Graphics, HUD, Screenshots, Shaders & Materials

Eight HUD’s in eight days – Day 8 – FINAL DAY!

8 days of HUD comes to a close with;

  • A new angular visual style
  • Core engine fuel level as a geometric meter overlay above engine
  • Icons projected on track behind vehicle displaying available and active upgrades
  • Auxiliary capacitor meter on track behind rear wheels
  • Speed, lap and race position as a ‘stand up’ readout between engine and wheels
  • Lap and split times on track behind rear wheels
  • New style for tail light integrated KERS boost energy readiness boost active effect trail
  • New tyre heat signature style trailing wheels on track

Would love to hear any thoughts and feedback if you have it. Any favourite styles? Any ideas that you think are great, or not so great!?

HUD Concept – Day 8

HUD Concept-Day 8

Posted in Concept, Design, HUD, UI, UX, Vehicles

Eight HUD’s in eight days – Day 7

Day 7 HUD concept exploring ideas for;

  • A new visual style
  • Core engine fuel level as a circular meter overlay above engine
  • Icons projected on track behind vehicle displaying available and active upgrades
  • Auxiliary capacitor meter on track behind rear wheels
  • Speed, lap and race position as a ‘stand up’ readout between engine and wheels
  • Lap and split times on track behind rear wheels
  • New style for tail light integrated KERS boost energy readiness boost active effect trail
  • New tyre heat signature style trailing wheels on track

HUD Concept – Day 7

HUD Concept-Day 7

 

Posted in Concept, Design, HUD, UI, UX, Vehicles

Eight HUD’s in eight days – Day 6

Day 6 HUD concept exploring ideas for;

  • A new visual style
  • Engine energy flare effects indicating charge and heat level with an overheat alert
  • Icons projected on track behind vehicle displaying available and active upgrades
  • Core fuel level overlaid at rear of vehicle
  • KERS energy levels integrated into tail light with alert for ‘boost ready’ and an effect trail when activated
  • Auxiliary capacitor and KERS meters on track as graphical meters behind rear wheels
  • Speed and race position as a ‘stand up’ readout between engine and wheels

HUD Concept – Day 6

HUD Concept-Day 6

Posted in Concept, Design, HUD, UI, UX, Vehicles

Eight HUD’s in eight days – Day 5

Day 5 HUD concept exploring ideas for;

  • A new visual style
  • Holographic icon projected above engine displaying available upgrades
  • Auxiliary capacitor and battery levels as graphical overlay meter rings at base of PCU (power control unit)
  • Engine energy and heat level at back of vehicle with an overheat alert
  • Speed, lap time and core fuel level readouts as a vertical overlay on track
  • Another visual treatment for hot and cold tyre feedback
  • New flare style off the rear wheel for KERS charge status
  • Track edge glow effect reacting to vehicle

HUD Concept – Day 5

HUD Concept-Day 4

Posted in Concept, Design, HUD, UI, UX, Vehicles

Eight HUD’s in eight days – Day 4

Day 4 HUD concept exploring ideas for;

  • A new visual style
  • Engine energy flares indicating charge and heat level with an overheat alert
  • Core fuel level as a circular meter overlay above engine
  • Auxiliary capacitor and KERS energy levels as vertical graphical meters on the outside of rear tyres
  • Speed, race position, lap time and boost level readouts as a vertical overlay on track
  • Another visual treatment for hot and cold tyre visual feedback on tyres and track with alert icons
  • Flares off the rear wheel for boosting vehicles

HUD Concept – Day 4

HUD Concept-Day 5

Posted in Concept, Design, HUD, UI, UX, Vehicles
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