10. How long did it take you to process all the motion capture data and implement
in game?
AB: As a first step we collected several videos and photo of the real environments where all the
action happens live and we analyzed them to figure out how to reproduce all the same movements
and emotions in the game. The second step, reached thanks to the help of an expert team – such
as AUDIOMOTION STUDIOS of Oxford and a professional stuntman – was the grabbing. Usually
in motion capture recorded scenes, the actor is the unique moving subject. In MotoGP™13,
instead, we had to integrate the dynamics of the bike and the rider, with the aim to reproduce the
movements and falls of the rider in the most realistic way. For this reason we made a chassis
to simulate a real MotoGP™ Bike – with a stuntman riding it – and both were thrown/launched/
accelerated. In order to decide which scenes fit our concept perfectly, we conducted long research
work to identify the most famous and meaningful MotoGP™ falls, celebrations and movements.
Furthermore, every rider has 5 different riding styles and 5 ‘bike poses’, depending on the riding
position in and off bike’s fairing; up to an amount of 50 different conditions. The physics in each
frame included around 20 input parameters (speed, acceleration, leaning angle, clutch, angular
momentum, etc…). This generates 1000 conditions, which means that every rider has 1000 states
and infinite progressions between them. This means, in MotoGP™13 it is impossible to see two
riders, at the same time, going into the same corner, with the same pose, all riders will move and
pose differently around each corner.