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Peter Lake
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What was LightWave used for making in the game?

Everything, really - LightWave was the only piece of 3D software we used to create assets for Burnout 3, we even used it as our game editor.

For the tracks, the artists designed, modelled and textured the road surface and surrounding environments inside Modeler as separate layers and elements. Once complete these parts were loaded into Layout and, with the help of some of our plug-ins, were distributed and set-up to create the stunning, massive tracks you play in Burnout 3. The plug-ins were used to pass information to the game from the data inside LightWave, if all the trees are using the same model, then the game can treat them differently to gain performance. Different surfaces were tagged so the engineers and audio team could determine what the car was driving on to play the right sound or throw up the correct debris.

Once the tracks were modelled they were passed to the designers who laid out the traffic and AI systems. Using another set of Layout plug-ins they could define the drivable and off-road areas for the player and AI cars. They could also see the traffic system in action and tweak the amount, frequency and types of vehicles filling the roads.

With all this data complete all the assets were exported from LightWave into the games build process ready to be played.

The cars in Burnout 3 are not licensed from manufacturers and were all designed and constructed by hand. As they had to be destroyable in game, each of the cars is made up of multiple body parts and panels, each set-up with bones to create deformable, removable pieces. Early R&D looked into the structure of these bones and possible weight maps, from here the engineers scripted some tools to help automate the set-up of the 70+ cars in the game. Once modelled each car is set-up in Layout to define its parts, lights, wheels and exhausts as well as the various level of detail models required by the game engine.

LightWave was also used in the early pre-production of the game to produce many rendered pre-visualisation movies. These ranged from animating a crash to explore camera systems and particle effects to racing down city streets testing out various speeds and FX systems for the cars boost. As mentioned above, we also produced movies looking at the cars' deformations and the possible fire and explosion systems. Using LightWave enabled us to take any existing assets and quickly mock-up and render videos as needed. Previs is all about visualising ideas quickly without the game world's technical constraints. The more options and ideas we can turn around for the designers and the team, the better the final system can be.

Finally we used LightWave to produce a lot of rendered promotional images seen on magazine covers and show posters. Again, using LightWave meant we could take the game worlds and cars and get them into the renders. With print deadlines there wasn't always a lot of set-up time. Having everything around and out of the box in LightWave 3D meant we could turn around complex rendered images in a matter of days. Cars were easily given more polygon resolution in Modeler, surfaces and lighting defined in Layout before rendering multiple passes.

Does the fact that LightWave stores its models separate from the scene files make a difference to the way you guys work?

Yeah! It was the key to using Layout as a level editor. For the game to run at an optimum level the engineers have coded some really smart stuff. If we have a model of a tree, the game only needs to store it once and then instance it around to create all the other visible versions. Luckily this is how LightWave works. We can just place instances of the objects around and the game knows on export that they are actually the same model. It also means multiple artists can work on a single environment. Someone can be creating props while another artist creates the track surface and pulls everything together.

 

How long was production on the game?

Around 15 months I think, including pre-production. I started work in June 2003 on some initial pre-vis while the full production kicked off later that year, around September. The game is in the shops now, September 2004, so not long at all considering the scale and scope of the game.

What platforms does the game exist for?

The game is out for PlayStation 2 and XBox both complete with a full online component. For more info check : http://www.burnout3.ea.com or just head to the shops and buy it. Go on. You know you want to...

What are you working on now?

Ha, now that would be telling... But we are looking for people to come work with us, so if you know LightWave and would love to make world class videogames. Get in touch!

 

Thanks for your time Pete and good luck with what you're working on now! As Pete says, they are always looking for talented LightWave artists at Criterion, so get to www.criteriongames.com.

Peter Lake  
Story content Copyright © 2004 NewTek Europe