A particular challenge presented the collection of pictures and sounds – data. Every meter should be different from the last. On the hardware side should include unbroken gameplay from the charging time and the framerate. A balancing act!
Also recordings to the respective situations have to be reconsidered creatively. The humming of the tires as on asphalt can not just take from the moving wheel. Because only the wind is as little on the soundtrack….
Some inventions had to be devised. A mountainbike that feels simply CORRECT, can not be easily controlled with fixed animation modules. Suspension of the wheel, the angle of momentum on the steep banking, …. ect. ect., all that should just naturally be felt.
For the 3D objects such as wheels, driver, rivers, bridges ……
BLENDER was used. The import and export in the game engine make no problems and also creating itself with Blender very professional. The learning curve of this program, however, is very steep, but I never worked with a more stable program.