• last year
The Crew Motorfest launches on September 14, 2023 letting you race across the entire island of O’ahu. But before you visit the Motorfest, learn how The Crew franchise began, what the developers at Ivory Tower learned from fans, and how Motorfest is the culmination of 17 years of hard work.

The Crew Motorfest Creative Director and Studio Co-founder Stéphane Beley, Managing Director and Studio Co-founder Ahmed Boukhelifa, and Live Producer Sofiane Brahimi share the story of The Crew franchise.

About The Crew Motorfest:
Welcome to Motorfest! Discover the evergreen festival featuring the best experiences car culture has to offer. Complete your ultimate action driving bucket list through a series of tailor-made races, themed events, and other unique challenges. Explore the vibrant island of O’ahu in Hawaii alone or with your crew. Whatever the way you enjoy cars and driving, there is something in there for you!

#Ubisoft #TheCrew #TheCrewMotorfest

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Transcript
00:00 The Crew Motor Fest launches on September 14th,
00:03 letting you race across the entire island of
00:06 Oahu on almost anything with an engine.
00:08 The game is launching with more than 600 vehicles,
00:11 which you'll use across 15 custom-made playlists,
00:15 which celebrate everything from
00:16 Japanese street racing and vintage cars,
00:18 to the legacies of Porsche and Lamborghini.
00:21 We visited the development team at
00:22 Ivory Tower to uncover the roots of the Crew franchise.
00:25 Find out how after five years,
00:27 the Crew 2 still has one million unique players every week,
00:31 and learn how Motor Fest is the culmination of everything that
00:34 makes the Crew and its creators so special.
00:37 >> The studio started in my mind and I met El Menú 17 years ago.
00:49 It's a journey of 10,
00:51 20 people that start with an ambition and want to do more,
00:55 to do a better experience.
00:57 >> We liked a lot to invent stuff.
00:59 We saw that the best way to do it was
01:02 actually to make our own decision and to take our own risk.
01:04 >> The pitch was, we've built a great game together with my team.
01:08 It was called Test Driver Unlimited,
01:09 and I would like to do more.
01:11 Big open world, the US with all your car, all the adventure.
01:16 >> Initially, our code name was Route 66.
01:19 We wanted to do it online.
01:20 It was a checklist of the new territories we wanted to explore.
01:25 They were very numerous.
01:26 >> You will have your full world and you
01:28 craft all your car with RPG stuff.
01:30 I was a big fan of World of Warcraft at that time.
01:32 I call that World of Car Craft.
01:34 >> For that, we needed to find a partner that could share the vision.
01:37 >> One day, Ubisoft, Yves Guillemot said,
01:41 "I want to be part of the adventure. So let's go."
01:44 We funded Ivoitor at that time with Ahmed and Manu.
01:48 We just two slide, a team and an ID, and they say yes.
01:52 >> The online aspect,
01:57 all this big open world aspect with my car,
01:59 the freedom with your car was so, for me,
02:02 important that I need to bring it to the players.
02:06 In the US, you have so many different locations,
02:09 so many different places to enjoy,
02:11 chill, discover that it's really something that everyone know.
02:16 >> It took longer than we thought.
02:18 It was harder than we thought.
02:19 But ultimately, we managed to deliver something,
02:23 I think, fresh and new,
02:25 and that was a great achievement for us.
02:27 >> We've got a studio.
02:28 We deliver the crew one,
02:29 but in between seven years of hard work.
02:33 The journey that you have with so many people that are now,
02:36 most of them present for the studio,
02:38 even 15 years later,
02:39 it's creating a game for us, for our life.
02:42 >> On top of that, we brought the promise that it will never end.
02:47 This promise, it was a very bold jump into the unknown.
02:53 >> We launched the Crew One in 2014,
02:55 and when it comes to listening to the fans,
02:57 we did not wait to launch.
02:58 For example, we announced the Crew One in 2013.
03:01 On day one, somebody created the Reddit page.
03:04 We contacted that person right away to make sure that we can
03:08 get feedback on every aspect of the game as early as possible.
03:11 They were asking, "Will there be
03:12 a hardcore mode when it comes to handling?"
03:14 We did not plan that, but we started to have a discussion.
03:17 Fergus said, "Let's go for it."
03:19 It was so cool to be in touch with the players.
03:21 Initial feedback that we got is
03:22 that it's great to have so much content.
03:25 It's great to have so many cars.
03:26 It's great to have this kind of
03:28 story linked to the progression of your car.
03:30 But they wanted more, of course.
03:31 They wanted more cars.
03:32 They wanted high diversity, more content.
03:35 >> What we learned from TC1,
03:37 really people really love when the game evolves through time.
03:41 It was a big learning from us.
03:43 So the team learned how to do it and how to please the player.
03:47 All this evolution through time during
03:49 three years of content update,
03:51 consistently done with some expansion,
03:53 title update, and it was really tiring.
03:57 With TC2 at that time,
03:59 yes, we decided for a live framework,
04:01 and more defined and understandable for the player.
04:05 The evolution was more mastered.
04:07 Why do we have boats and planes and not only cars?
04:11 Because for me, it was obvious that I
04:13 would like to see from different perspectives the world.
04:15 It's so cool to go to the US from a plane,
04:19 through the cloud, and see all these beautiful landscape,
04:22 or inside your boat.
04:24 When you can't go to the water, it's frustrating.
04:27 When you can't go to the air, it's frustrating.
04:29 It was my answer to decrease the frustration and say to everyone,
04:33 "You are pleased to come and enjoy it through many ways."
04:37 Each time you need to develop all the handling of it,
04:41 the feeling of it, and it's not something on the side,
04:43 something that you have to take care of.
04:45 What do we change on the map?
04:47 First of all, we keep exactly the same size,
04:49 but we improve a lot the quality in every aspect of it.
04:54 So we improve every biome, we improve every vegetation, lighting.
04:58 We're creating many playgrounds in it.
05:00 More track, more stuff that are related to the motorsports experience.
05:05 Yeah, one of the learning, I think, from the Core 1 is,
05:07 don't bring just new content.
05:09 Give it a story, give it a theme,
05:10 and give a long framework so that players get used to,
05:14 "Here's what's coming this week,
05:15 but the entire month and the entire season."
05:17 It doesn't mean you have to have a huge narrative
05:19 and new characters and stuff like that,
05:21 but you need to tell something.
05:22 You can't just bring a car.
05:23 Same with the races.
05:25 We released the Summit Experience,
05:26 which is a live competition that you have every week.
05:30 And in the Core 1, when we released it,
05:32 people were present, but not enough.
05:35 We reworked the recipe once again,
05:38 and now this is the cornerstone of the live experience of TC2.
05:42 This is a Summit Experience.
05:43 So from some time to every week,
05:46 you refine stuff, you decide to really focus all your experience
05:49 on the things that they love.
05:51 With the Promoter Fest, we had one big objective,
06:04 which turned into a huge opportunity.
06:06 The big objective was to bring
06:08 the next generation experience of the crew.
06:10 The main thing that the community has been requesting
06:12 to see in a new game after the Crew 2, a new map.
06:15 For the Crew Monitor Fest, we decided to decrease the size,
06:19 but improve a lot the density of stuff around you,
06:22 improve a lot the quality.
06:23 Through everything that we mastered,
06:25 the old gen, we mastered, the next gen.
06:28 Oahu is really a beautiful island in Hawaii
06:32 with so much more technology to render now.
06:36 We decided this time to have everything destructible,
06:40 to have this liberty, this freedom of movement.
06:43 Yeah, I'm proud of the team, how they take the challenge
06:47 of really improving, once again, the quality of our game.
06:52 One of the great things that we've been able to add
06:54 some amazing brands, like for example, Toyota.
06:57 Pairs have been requesting that, asking,
06:59 "When do we get the Toyota Supra?"
07:01 Well, you are getting the Toyota Supra.
07:04 We announced the Crew Monitor Fest on February 1st,
07:06 if I'm correct, and right away,
07:08 we also announced the Insider Program.
07:10 So if you want to get the best feedback on that,
07:12 we need to run a test that will last for a month
07:15 or several months, and we're gonna invite
07:17 the most engaged players that we have in the Crew 2
07:19 to get their feedback, to know exactly what they like.
07:22 As they started playing, they told us,
07:24 "Handling is great, but off-road is not that great.
07:28 "We would like to make some adjustment on that."
07:30 And right away, we started looking at all the adjustment
07:32 we can bring to the off-roader vehicles.
07:34 In the next month and next phase of the Insider Program,
07:38 we made some adjustment, and we are keep making
07:40 some adjustments so that we are going to the best quality
07:44 that would please Pairs.
07:45 - But it's just a step, once again.
07:47 We will continuously improve the recipe.
07:50 The Crew is, for me, a big step for the studio,
07:53 for Ubisoft, for the driving genre.
07:55 It's just the beginning.
07:56 The future of Fiber 8.0, it's definitely the Crew Monitor Fest.
08:01 It's the Crew Monitor Fest for the years to come.
08:03 And our purpose, once we release the game,
08:05 it really expanded into building it with the players.
08:09 - The mindset of this live aspect
08:12 and enriching the game on the long run
08:14 has been today acquired by the entire team.
08:17 And then, there's a lot of communication between the teams.
08:20 We thought about that, we got the feedback on this.
08:22 What do the players think about that?
08:23 And now, this culture of the live aspect,
08:25 of the community aspect, of the feedback,
08:28 is embedded in all the departments of the studio.
08:31 - And more and more people are joining the party,
08:34 joining the Crew.
08:35 Now, we are more, I would say, expert.
08:37 With thanks to all this community
08:39 that help us really to see what they like a lot.
08:42 And we refine step by step.
08:45 So, it's our story.
08:46 (dramatic music)
08:49 (dramatic music)
08:53 (upbeat music)
08:55 (upbeat music)
08:58 (upbeat music)
09:01 (upbeat music)
09:04 you

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