Forza Horizon 5 - Urban Environments

For Forza Horizon 5 I managed the Assets & Outsourcing Team which is part of the Environment Art Team at Playground Games. I am responsible for the creation and visual quality of the any man-made assets in the environment which are not the roads, including Buildings, Props and much more.
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My responsibilities included: managing the internal Assets Team Artists and their schedule, developing and guiding workflows for assets creation and ensuring the highest quality for all assets. I also managed the work that we sent to the Outsource Partners and supported them throughout production to realise the vision of the Art Directors and Environment Art Lead.
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Within this post is a collection of the work that I was responsible for and contributed to. Below are the members of my team and OS partners during the project. As with anything this project was highly collaborative with lots of support in many areas so thanks to all who worked on FH5!
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Outsource Partners
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https://en.arts-united.com/
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https://www.artstation.com/elite3d
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https://www.glassegg.com/portfolio/
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Playground Games Assets Team
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https://www.artstation.com/marine_a
https://www.artstation.com/harrybiggs
https://www.artstation.com/nathandoye
https://www.artstation.com/dangreenway
https://www.artstation.com/ajarvis
https://www.artstation.com/taurask
https://www.artstation.com/mikegneo

Guanajuato was largely a modular approach to buildings.

Guanajuato was largely a modular approach to buildings.

Colouring buildings to get the stacks of modules to line up was a real challenge but we had some fantastic support from Tech Art.

Colouring buildings to get the stacks of modules to line up was a real challenge but we had some fantastic support from Tech Art.

We used the same parallax interior texture approach as on FH4 which worked fantastically alongside the work done by the lighting team.

We used the same parallax interior texture approach as on FH4 which worked fantastically alongside the work done by the lighting team.

Nathan Doye from my team put a lot of effort into making the tunnel network in Guanajuato look like it had a variety of interesting materials.

Nathan Doye from my team put a lot of effort into making the tunnel network in Guanajuato look like it had a variety of interesting materials.

During preproduction I put together our workflows for the project, making a number of materials and creating test assets to prove out and lead our workflows.

During preproduction I put together our workflows for the project, making a number of materials and creating test assets to prove out and lead our workflows.

This material was one of several that I made to test our material flow for the project.

This material was one of several that I made to test our material flow for the project.

The east coast town was a pretty new look for this project and figuring out how to make the thatched rooves and stunning Murals was an exciting challenge.

The east coast town was a pretty new look for this project and figuring out how to make the thatched rooves and stunning Murals was an exciting challenge.

Our team applied the Murals which were provided to us. We worked alongside Tech Art to get them working alongside our largescale textures which saturate/desaturate, darken and lighten as well as add wetness details.

Our team applied the Murals which were provided to us. We worked alongside Tech Art to get them working alongside our largescale textures which saturate/desaturate, darken and lighten as well as add wetness details.

I did Polish work on this church area for the Xbox Showcase trailer. This was a nice opportunity for me to focus on one asset and give the Lead Env Artist what he was looking for.

I did Polish work on this church area for the Xbox Showcase trailer. This was a nice opportunity for me to focus on one asset and give the Lead Env Artist what he was looking for.

The Living Desert town was my personal favourite for a lot of the project. I felt the buildings and props had such character.

The Living Desert town was my personal favourite for a lot of the project. I felt the buildings and props had such character.