SBK®X Legends

Some of you already know it and read it in the news…
Sightings of the greatest riders of the SBK® have been reported.
Someone also heard about a Special Edition of SBK®X.

I’m here to confirm everything. And show you something more. Please find below the official teaser trailer of the Legendary Roster as well as two screenshots of King Carl in-game like you won’t find anywhere else.

More details on the Special Edition will be disclosed in the next few weeks so stay tuned because it’s not over yet… IT’S NOT OVER YET!!


*personal note* Tomorrow will be my last day in Black Bean. I just wanted to take the chance to say bye to everyone who’s been following us up to now. It’s been great guys, thanks a lot! *end of personal note*

Building a masterpiece, Part two.

SBK X Online

Hello again,

welcome back for part 2 of this post, today I’ll give you some insights of the artistic process of creating 3D models for bikes and riders in SBKX.

In the first part I’ve told you about the complex process of reference gathering, and how this is important for us. Back in Milestone studios, the real job begins: different and specialized 3D artists take care of riders, on one side, and bikes, on the other. The tasks are widely different, ad require different skills and competences. Let’s start with the riders.

SBK X Online

From the pictures we identify the brands and models of helmets, suits, gloves, boots. We build individual outfits and helmets as close as possible to the real ones, taking care of all the materials’ and textures’ details: from the glossy helmets to the opaque or partly reflective leather.

We even take particular care also of the hard-to-see face inside the helmet, obviously.

When the model’s ready, then comes the Animator artist. As you can see in the pictures, the model is originally in the so called “T pose”, because it’s the easiest one to bend in all other positions.

The artist creates all the riding stances and animations for the models, differentiating them, depending on the real riding style of the rider itself. This knowledge comes from watching SBK footage and pictures over and over.. and over again.

SBK X Online

On the other hand, there’s the bike. Building a mechanical model based on a set of pictures is a job that requires great skills and a keen eye. It involves, too, a big  degree of knowledge of how a real bike is built, and behaves, from the geometry of the frame, to the aerodynamics.

The details and the models are so many and so complex that we usually go through  series of refinements, and at each step we cross-check the model to find every tiny difference from the real thing. Here’s a typical except from a discussion between the producer and an artist:

Producer: “The texturing is fantastic, but there’s something wrong in the rear suspension”

Artist: “Hmm.. tell me, i can’t spot any difference from the pics”

P: “Looks like it’s a bit shorter than the real one, and a bit more compressed.”

A: “Wait, you’re right, but it’s no more than.. one inch?”

P: “Yes, but it makes the bike look less aggressive, and breaks up the proportions”

A: “Ok, i’ll fix it for the next build!”

SBK X Online

Because, you know, when you get to the track, the result is much, much more that the sum of its parts.. but this is all another story!

So, as usual, see you next time, don’t forget to check out this blog, and join SBK®X on Facebook, in case you haven’t done yet!

SBK X Online

 

Michele Caletti, SBK®X Game Director

Building a masterpiece, Part one.

SBK X Online

Katsuaki Fujiwara

Hello, i’m back to this blog for the first part of a two-episodes story: how we create a rider and his bike for SBK®X. Milestone’s always been known for the top-notch level of detail put into the 3D models, especially those under the real game’s spotlight, the riders of the SBK® world, and their trusted two-wheeled rockets.

SBK X Online

We believe that a great part of the realism we aim to is the quality of the single parts, but how can we reach that goal? How can we improve, year after year, to achieve the ultimate precision? It all starts with a great communication, with both the license holder, Infront, and the teams. Every year we arrange several photo shots sessions, there, on track, and every rider is asked to pose for us in his riding leathers, in positions that allow us to better “traduce” the pictures in a 3D model, and super-detailed textures. Then we ask them to show us the details of their helmets, gloves, boots, suits, and since we reproduce for every single one of them even the fully modeled face, we also need several close-ups. Many of them are surprised of how many visual references we take, and at the end of the day we’ve got a bunch of new fans.. and friends. When they realise that they’re going to get such attention from us, we can’t stop the enthusiasm!

SBK X Online

every detail counts

Then come the bikes. Same approach, different problems: we need every possible detail, from the sponsors to the LCD display, from the engine details, to the last carbon fiber part.

The amount of work can be huge, and we have to keep our eyes open for the small parts variations, the little team differences.. both on track and then back home, where we collect, analyze and validate every single picture. Because the bulk of the job has yet to start, you know.

At the end of the day, we’re sun burnt ( or rain soaked..), but also full of pictures, and, of new impressions, little details we’ve noticed, fresh ideas for the game.

Because it’s also a great way to keep in touch directly with the SBK® world, and the brave men that are part of it.

SBK X Online

We all hope that year after year we’ll be able to put a larger part of the emotions we feel, and the next time, we’ll try to explain how we’re doing it for SBK®X.

So, see you soon for part two: how to pass from the pictures to the game ( and not letting you see the difference!).

SBK X Online

The SBK®X producer, Irvin Zonca after a hard working day

Michele Caletti, SBK®X Game Director

First SBKX Video Preview!

Hi everybody!

Just a few words to share some links with you.

Gamespot put its hands on SBKX, here it is the preview:

Gamespot UK – SBKX Hands On

and here it is the Gamespot UK Video preview with a lot of in-game footage and an interview with the Game Producer (yes, it’s me :) )


(High Quality here)

Enjoy, and remember that we are waiting for you to join our official Facebook SBKX Fan Page!

Irvin

The Race is on(line)

SBK X Online

Hi everybody! My name is Andreas, lead network programmer of SBK®X . After all the single player news it’s finally time to talk about multiplayer. It has already been said that we will support up to 16 players. We have worked hard to improve the online experience and to reduce the lag during races. Currently we keep on tuning the code to give you the best experience possible.

Let’s talk about the game modes.
We will support the classic Quick Race, the Time Attack and last but not least the Championship mode. All online modes can be played with any category and both in arcade and simulation.

In a Quick Race we keep things simple. Try to beat your opponents on a single race. This mode is the right choice if you want to do a few simple and fun races.

During the Time Attack you can work on your technique and try to get faster and faster on all the tracks. If you play against a very good player you can download his ghost locally to practice offline too.

My favourite online mode for SBK®X is the Championship. You can compete on a series of tracks against your opponents and prove them that you are strong enough for a whole Championship. This year it will be possible to join in a running Championship. If the Championship is already half way finished you will probably not win it, but you can still win some races, have a lot of fun and gain leaderboard points. Like last year there will be the “classic” online Championship and the team based online Championship. When you create the Championship you will be able to customize a lot of things. For example you can specify the list of tracks and you can choose the qualification duration or disable it.

SBK X Online

What else?
Last year it was a pain to search for the different game modes. This time we have simplified it a lot. You can see all available matches in any game mode at once. Obviously you will still be able to apply some filters if you search for something special. Generally we have worked hard to make the whole online experience less complicated and more fun. This time there will be only two point based leaderboards, one for the arcade mode and one for the simulation mode. You will gain points for every race you finish. Obviously you will get a lot more points if you finish ahead of your friends and foes. There will be “track record” based leaderboards too. This way you can look how far you are away from the dragons out there and maybe you will become one of them.

For those interested in the technology behind the game, here are some insights: to be able to support 16 players we have switched from a client-server network model to a peer to peer model. Last year all network traffic was handled by the host, which was the bottleneck of the game because he had to dispatch all data. This time all players will try to establish a connection with each other. This way not only we have much more total bandwidth available, but the messages can travel directly from one player to another which means way better ping times.

Don’t worry, it’s all totally transparent to the player and the game does not require everyone to be connected to all other players!

A little summary

  • 16 players multiplayer
  • Three customizable online game modes: Quick Race, Time Attack and Championship
  • Arcade and simulation support
  • Use your custom pilot during online races
  • Support for AI drivers during Quick Race and Championship races
  • Voice chat on all three platforms
  • Password protected matches on PS3 and PC, friend slots support on Xbox 360 (for all you pros out there that want to do serious matches)
  • Race time and ranking leaderboards
  • The host can kick players (you know, there are a lot of griefers and trolls out there)

There would be a lot of other little things to talk about, but I think that you would prefer to discover them by yourself once the game has been released.

Andreas Gfrei – Lead Network Programmer

Your life as an SBK® rider


Hello!

I’m back to talk you about some details of the Career Mode, one of the big news of SBK®X.

Let’s start from the beginning.

I heard that next year there’s going to be a new rider

First of all, raise your hands if you want to play an entire career with your own… self! All right, I see many of you. We knew it and we wanted to make you happy, so, before starting a new career, you’ll have to create from scratch your avatar. What’s your name? Birth date? Height? But it’s not enough, choose your nickname, you’ll find it on your leathers, just like the real thing. Maybe, later, you’ll want to choose your helmet, too. I almost forgot, what’s your riding style? Choose your face, in the hope to recognize it on the podium.

A good start is important

So, you’ve created your rider, what’s next? It’s time to step into your headquarters and work side by side with your secretary, take a look at the incoming emails from entry level teams. Think carefully about their offers before signing a contract:  to succeed you’re going to work with your team to develop your bike, evolving each component’s technology during the season. A good engine is important, but only a good frame will give you faith in your bike, not to speak of suspensions…

Reputation matters

So you’ve got a contract, a team, and a bike. OK, maybe the team is small and this year you’re going to compete in SuperStock, but race after race you’re going to work hard to reach the goals that the team manager has fixed for you in the current season. Maybe you’ll prove you’re the next rookie to keep an eye on, and you’ll see your reputation grow. Maybe you’ll get more and more famous, setting your (newly acquired) fans on fire, until you get the attention of some top team. Be careful though: it’s easy to make the wrong move and ruin a season’s work- and the following ones.

The future is not written yet

Every choice is important to determine your future: what will you do in the next season? Will you remain in your team, trying to bring it to the hall of fame and winning the class championship? Or will you accept offers from SuperSport? Or maybe, if you have been really good, you’ll be called for the giant leap to SuperBike, where you’ll be able to challenge the champions for the world title!

Matteo Sciutteri – Lead Designer

…and Happy New Year

Ciao a tutti,

a little update for our fans. As promised we have the UK first look from Eurogamer and it shares the same enthusiastic impressions we had from Italian journalists. You can find it here:

Eurogamer.net

And while we wait for more content coming from our beloved developers here you are, an exclusive and unreleased screenshot of the office where you will be able to manage your career mode…

Last but not least, become fan of SBK®X on Facebook!

Have a nice weekend.

Merry Xmas!

Hello followers,

niph0 speaking. First of all sorry for any inconvenience you might have encountered in the last few days. We had some problems with the blog that have now been fully solved. Sabotage, maybe?

Anyway. It’s been a long December but we finally made it through. I haven’t got much to say that hasn’t been said already or will be in the next few weeks. We had the chance to show SBK®X to the international press for the first time on Friday 18th of December in Milan and the first row of feedback we have received is outstanding. Career and Arcade mode. Enough said. For you Italians here are some cool preview articles to check (the other countries will follow up shortly):

Eurogamer.it
Multiplayer.it
Nextgame.it

Stay tuned as the weeks go by because we will get into much more detail here than anywhere else.

Besides, check out SBK®X Facebook page and become fan of the best motorbike racing game ever made!

This said, here goes a little present the Milestone team has prepared for your viewing pleasure (click the image below to download the full-res artwork)!

Merry Xmas!!!!!!!

Species Evolution

Hi everybody! We are Irvin Zonca, Producer of SBK®X, and Matteo Sciutteri, Lead Designer: we will get your riding style evolved.

But before this, let’s go one step back: last time Michele  told you about the new graphical and technical improvements of SBKX. Much has been done to make every track really lively, adding elements in the trackside (animated spectators and marshals, among the others). But we wanted to add also some new elements TO the track, at the very heart of the game. So we asked ourselves, what happens to the tarmac itself?

We have the answer now. We are here to introduce the brand new SBK®X feature called “Evolving track” (“Evo Track” for friends) to you all. “Evolving Track” is the link between you, the rider, and your natural habitat: the race track. “Evo Track” is the system that allows us to simulate time flow and track changes during the race.

Simply put, during a race session the track doesn’t stay as clean and immaculate as it is when the event organizers set it up before the weekend. Bikes keep running, braking, and consuming tires all the time. Moreover, if the weekend started under heavy rain, it may be that later on the sun will shine, and the track will dry up gradually.

At the beginning of the dry race weekend, the track is clean and polished.

At the beginning of the dry race weekend, the track is clean and polished.

After some laps, the rubbered strip appears providing bikes with more grip.

After some laps, the rubbered strip appears providing the bikes with more grip.

As both days and race sessions go by, the tarmac changes its face, response and behavior depending on two initial conditions:

-          Dry race: at the beginning of the weekend, if you look at the track you see a plain grey asphalt strip. Then the competition starts and during the race, the bikes deliver their power and stick to the ground thanks to their wheels. Because these wheels have to handle power slides and huge G-Forces, they get worn and some parts may detach.  Detached and worn-out parts remain on the ground, and they make a darker strip appear close to the braking points, continuing along the corners (because G-Forces are higher in these zones) and drawing a perfect racing line around the rumble strips.

-          Wet race: in case of a wet track, at first you should be brave enough to push to the edge whilst riding in a completely wet and stain-filled track. Some laps later, the bikes will start to dry-up the tarmac creating a dry and brighter ideal line all along the track.

At the beginning of a wet race, the tarmac is totally wet and filled with stains.

At the beginning of a wet race, the tarmac is totally wet and filled with stains.

After some laps, the track dries up and provides the bikes with more grip.

After some laps, the track dries up and provides the bikes with more grip.

These are thus the two different core concepts of the “Evolving Track” feature. With the “Evo Track” we wanted to add all these situations to the game, adding a new simulative layer, and a strategic phase before the race.

Now, let me tell you what the main “areas” affected by this improvement are:

-          Graphics: thanks to the “Evolving Track”, the tracks appear more lively and extremely detailed. At a glance, you’ll notice how the feeling of “being there” is really improved by this feature.

-          Gameplay:

  • During dry races, the “Evolving Track” will help you find the correct braking point. Just locate where the dark rubber strip starts, and brake there. Also, staying on the rubber strip provides you with more grip: we are talking about strategy, because the “Evolving Track” helps you go faster. Furthermore, your opponents will have a tough time if they try to overtake you by riding out of the rubber strip. Remember: the Evolving Track is your friend, get used to it!
  • During wet races, well… “The Evolving Track” is even more strategic and friendly. Keep your wheels on the dry tarmac to get more grip and to defend your position: if an opponent wants to overtake you, it has to ride on the slippery side of the world!

So, it is clear that the “Evolving Track” will be a core feature of SBK®X, and it will be enjoyable by pros and newbies. Use it to get the braking point; shock your online opponents by overtaking them from the wet side of the track; gain extra grip to ride faster. It is all about evolving your concept of racing, it is all about “Evolving Track”!

Irvin Zonca – Producer

Matteo Sciutteri – Lead Designer

Look at Ben!

Hello!

After Nicola’s introduction, it’s finally time for some real SBK®X talk. This time, I’ll introduce some of the many graphical improvements since SBK™09. One of the most frequent requests was a “more lively” environment, since we had static two-dimensional spectators, an empty pit lane, and so on. We totally agreed that we had to push hard in that direction, because we wanted to get the tracks’ detail to the same level of bike’s and riders’ one. So, first of all, we had to optimize all the rest of the game, to gather the memory and CPU performance needed to render some… yes, thousands, of animated, 3D spectators.
Done.

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