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FORZA MOTORSPORT 5

Turn 10 Studios

Game Designer

(Xbox One | Racing Sim)

November 2013

  • Performance Index System Tuning

  • AI Spline Tuning

Forza Motorsport 5: Products

SYSTEMS DESIGN

Forza Motorsport 5: Text
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Forza Motorsport 5: Image

Performance Index System Tuning

"Forza uses a classification and 'Performance Index' scoring system to fairly balance cars across the game. This PI system refers to a ranking number based on a car’s best lap time around a simulated test track. The slower the lap time, the lower the PI number; the faster the lap time the higher the PI. This test track is mathematically generated to be representative of the all race tracks in a specific game. We call this a 'PI test track.'" -- ForzaMotorsport.net

Responsibilities

I was tasked with generating and balancing the PI Test Track. This was achieved by gathering and analyzing all Forza 5 track data within MATLAB, and designing a Virtual Test Track that was representative of all the game’s tracks. This data was then used to determine a car's rank within the game, dictating which race events it could qualify for. The functionality could be compared to assigning weight classes to the cars of Forza.

Forza Motorsport 5: Text

"It's kind of comforting to see that your AI opponents aren't computer perfect. An AI-controlled driver might slide out and hit the dirt in that one sharp turn in Laguna Seca, for example, as that's what its real-life counterpart might have done there. And when you're being beaten, where previous series games might have had you cursing the game AI in general, Forza 5 will have you cursing a specific Drivatar's name. This all completely changes how the game feels as a single-player experience, making it the most engaging racer campaign I've ever played."

Destructoid

Forza Motorsport 5: Testimonials

AI DESIGN

Forza Motorsport 5: Text

AI Spline Tuning

​"Whereas other racing games use a standard and time-tested form of artificial intelligence, Forza actually learns from the driving behavior of actual players. The data it learns from watching you play is saved as a driving avatar - a Drivatar.” -- ForzaMotorsport.net

Responsibilities

I was charged with generating and balancing AI racing splines on all tracks, at multiple difficulty levels. Being a racing simulation, I utilized real-world data to compare against the AI's race results, with the goal to get as close as possible to real-world lap times with a specific car on a given track. In this case, the Corvette C7 was selected as the test vehicle. In addition to controlling the AI spline positions, I adjusted braking and acceleration zones within the levels for more granular control over the race AI.


In addition to the standard AI race splines, the newly-added Drivatar system utilized custom AI splines to better mimic the behavior Drivatar personas would typically exhibit for each turn on each track. For example, I created a variety of custom splines that would cut a corner too close or take it too wide, based on Drivatars' tendencies.

Video credit

Xbox

Forza Motorsport 5: Video

"Thanks to these AI profiles, just about every race pits you against racers that feel human. It was eye-opening being thrown against friends who were playing the game, and finally getting a view into their driving habits."

Polygon

Forza Motorsport 5: Testimonials
Forza Motorsport 5: Text

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