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Forza Horizon 3: Materials and Tech Art

Back in 2015 I had the I had the privilege of working with the talented, hard working team at Playground Games on my first AAA title in the industry. We recreated parts of Australia for Forza Horizon 3. Hope you enjoy these screenshots I gathered showcasing some of the areas I worked on during the project.

I was responsible for the lake reflections and flow maps on the rivers in the world, creating the effect of ripples and water direction to make the world feel more alive.

I was responsible for the lake reflections and flow maps on the rivers in the world, creating the effect of ripples and water direction to make the world feel more alive.

The lake shader was modified to scale the normal effect based on view distance as the mipmaps made the effect fade too much and the lake became a sheet of glass.

The lake shader was modified to scale the normal effect based on view distance as the mipmaps made the effect fade too much and the lake became a sheet of glass.

I helped create an export tool for road meshes from within 3Ds Max. The tool has to correctly take the artists choice and turn it in to data which can be read by the build system which creates the final roadmeshe's in game.

I helped create an export tool for road meshes from within 3Ds Max. The tool has to correctly take the artists choice and turn it in to data which can be read by the build system which creates the final roadmeshe's in game.

Forza Horizon 3 Official Reveal Trailer - E3 2016