From the time we received the Oculus Rift development kit, in July 2013, we were very keen on working on something related to Oculus, since there weren’t any good games or demos to showcase its true potential. Although Oculus is still in development and it will take time for it to reach its true potential, we felt the need to create something for the new realm of gaming it opens up. We already had Leap Motion and the Xbox Racing Controller on hand so we decided to make a racing game owing to our prior experience in racing games.
Eventually we decided that a Formula 1 racing game would do wonders if we gave the gamers a real-time experience of driving a real Formula 1 car.
I did some research on the circuits of Formula 1 racing and found the Monaco Street Circuit quite fitting to our requirement as it provides a rich architectural view being close to the sea as well as some nice looking building along the track.
But as I started to gather more information on the circuit it became obvious that Monte Carlo circuit was not the right choice. The race circuit has many elevation shifts, tight corners, and narrow track. These features make it perhaps the most demanding track in Formula 1 racing. Due to the tight and twisty nature of the circuit, it favors the skill of the drivers over the power of the cars. Although we had Formula 1 fanatics in mind when we started off, putting a lot of effort into the physics of the car was impossible keeping in mind that we only had 3 weeks to finish the demo.
On further research of racing tracks, I came across the Valencia Street Circuit which had the same geographical characteristics of Monaco and it provided ample beauty and rich architecture. Another fact that helped in locking down Valencia was that the last grand prix at the Valencia Street Circuit was held in July 2012, and since then the circuit is no longer host to the European Grand Prix. So in a way we are giving tribute to Valencia Street Circuit by making it our choice of track in the Oculus Rift F1 Demo.
In the research phase of Valencia Circuit, Google Maps and Bing Maps were really helpful in categorizing and identifying the monumental buildings and structures that stood out. Keeping in mind, that not all buildings need to be modeled in detail because we basically wanted to show them primarily from the driver’s point of view. Some buildings which had unique architecture were to be modeled in detail.
Then came the documentation phase, in projects like these documentation is key in order to complete it in a timely and organized manner. Also, it is important to note that although we were a team of 2 guys working on the assets, its best to have the documentation laid out in a manner that projects can be scalable. So we could easily be working in a team of say 15 people and be organized. We used Trello for documentation, listing buildings with their names and assigning level of detail for each building.
We marked around 40 Buildings throughout the 5.419 km track, and through Google Street View referenced each of those buildings in order to have ample data to model them.
For Texturing, we marked similar tile-able textures from our database, as we maintain a library of textures we have made previously on other projects which are always useful.
So, after completing model and texturing work for building we brought them into unity individually to have their LODs set up and ready for the demo.