The following videos show various camera pre-piz sequence I did to inform / inspire the CSR2 dev team on how to improve their in-game pre, post and race cameras.
And 2 additional variations to demonstrate player winning and player loosing (AI win)
Here's a proposed sequence for an end of race presentation. I preferred this over the "bullet-time" slow mo shot that made it into the main race sequence above, so I've included it here. I feel it captures the speed and energy of street racing in a more engaging way but the client wanted to reveal the race stats on the finish line within the 3D environment as the cars cross the line
This next video shows some alternate finish line cameras, including the ones show in the previous video.
Another pre-viz for a mid-game "boss encounter"
I also did some basic motion graphics for the release trailer. The client wanted a very grungy / digital interference look for these
The following test was for a piece of look-dev work that didn't make it into the final trailer but I though it was decent so kept it for a future project - the Audi R8 model is mine :) Its captured directly from C4D Hardware/viewport render so doesn't look pretty, but it gets the point across. The smoke is generated with Turbulence FD.