NASCAR Raceview mobile is a second
screen mobile app that allowed fans to follow their favorite NASCAR drivers in
3D. The application allowed users to follow the events of the weekly race in real-time, and choose to follow any driver, from any angle.
EXPERIENCE DESCRIPTION
First live 3D racing sports product on the market. Raceview
was developed for an enthusiastic fan-base and successfully ported to multiple
platforms.
APPLICATION OVERVIEW
The experience was built from the Race-FX system that uses GPS instrumented cars to track the positional data of all 43 cars in every NASCAR race.
This positional data is then streamed into a mobile application, which updates the positions of all of the 3D virtual cars, and rendered them on top of a physically accurate 3D recreation of each NASCAR track.
The experience was built for mobile and tablet devices. (IOS Android)
PRODUCT GOALS
Raceview was designed as a second
screen experience that allowed NASCAR fans to follow drivers that broadcast
television might not be focused on.
In addition to choosing any of the
43 active drivers, the user could select predefined virtual cameras that are
attached to each car, or at various interesting locations around each track.
VISUAL DESIGN (3D CAR MODELS)
The 3D cars were low to medium resolution, and were built in Maya. (Poly Count of average car: 2952 Triangles)
I created the template 3D models and textures that were used in the 3D production pipeline. (Ford, Toyota, Chevy)
(Maya, Photoshop, Unity)
VISUAL DESIGN (3D CAR MODEL LOD's)
I created the 3 LOD (Level of detail) models that would be shown at different distances from the camera.
(Maya, Photoshop, Unity)
VISUAL DESIGN (2D CAR TEXTURES)
The car texture process involved close coordination with the content team on shoot day.
The content team would capture reference photos as soon as the physical venues were updated, and my team would generate all of the necessary assets for the weekly DLC.
I managed a team of artists who produced the weekly car textures that corresponded to the real world race. (Weekly DLC)
(Maya, Photoshop, Unity)
VISUAL DESIGN (3D TRACK MODELS)
The 3D tracks were low to medium resolution, and were built in Maya. (Poly Count of average track: 19,000-37,000 Triangles)
I created the template 3D track model for the first few races, and managed an additional 3D resource who produced the remaining venues. (26 unique track environments)
(Maya, Photoshop, Unity)
VISUAL DESIGN (3D TRACK MODELS)
The 3D tracks were low to medium resolution, and were built in Maya. (Poly Count of average track: 19,000-37,000 Triangles)
I created the template 3D track model for the first few races, and managed an additional 3D resource who produced the remaining venues. (26 unique track environments)
(Maya, Photoshop, Unity)
VISUAL DESIGN (3D TRACK WIREFRAMES)
The 3D tracks were low to medium resolution, and were built in Maya. (Poly Count of average track: 19,000-37,000 Triangles)
I created the template 3D track model for the first few races, and managed an additional 3D resource who produced the remaining venues. (26 unique track environments)
(Maya, Photoshop, Unity)
VISUAL DESIGN (2D TRACK TEXTURES)
The track textures were a combination of single tiles, as well as texture atlases. I created the optimization and texture atlas process, and managed an additional resource for the weekly productions.
I created the lighmapping process that was used in the production pipeline.
The track texture process involved close coordination with the content team on shoot day.
The content team would capture reference photos as soon as the physical venues were updated, and my team would generate all of the necessary assets for the weekly DLC.
(Maya, Photoshop, Unity)
PHOTOGRAMMETRY (TRACK GEOMETRY)
The tracks models were generated from aerial survey data. The data was dense and heavy, and needed to be simplified by a 3D artist.
Because of the size and scale of the initial capture value of the data (State plane coordinates), the data needed to be transformed to usable distance for the 3D modeling programs,
I used CAD and the Deep Exploration software to offset the data set for easier manipulation in the other 3D programs.
(AutoCAD, Maya, Unity)
MOBILE GAME (RACE IN RACE)
NASCAR "Race in Race" game
MOBILE GAME (RACE IN RACE)
An additional feature that I drove to be implemented was the "Race in Race" mobile mini-game. Race in Race allowed users to virtually race against the real world NASCAR winners data from the previous week as a time-trial.
Users scores would be tallied up each week, and displayed on a leaderboard for the community.
I created a UX documentation of the experience. I partnered with engineering to develop prototypes of the experience. I developed the 3D pipeline that was used in production. I managed internal 2D and 3D resources that created additional production assets. I led efforts to optimize the assets for mobile devices. I provided art direction to internal designers.
(Maya. Photoshop, Unity)
VISUAL DESIGN (2D UI ELEMENTS)
I partnered with the NASCAR design team to ensure the consistency of their branding elements, and style guides.
I managed internal 2D resources on the design, implementation and integration of UI elements.
(Maya, Photoshop, Illustrator, Unity)
RACEVIEW BROADCAST
Raceview is also a broadcast effect used to highlight interesting stories and events throughout the race.