

catches the last light of the day. The driver pulls out and the car settles onto its springs as the hills start to slide past.
It could be somewhere in the Alps in late September.
We created the track, the landscape, the light, the car and the driver inside Unreal Engine.
Every car film starts with a location. Usually, someone scouts it, books it, closes the road and hopes that the weather holds. We started with an empty landscape and a simple question: where does this car belong?
So we shaped the terrain, drew the circuit into it, laid the asphalt and the kerbs, and decided exactly where the sun should sit at the end of the day.
The method can also be used in reverse. Take a real circuit, bring in laser scans and elevation data, and the result is a digital twin. A track that you can drive on at any time and film without having to book any track time.
Our circuit is invented and we are excited to share it with the world. The workflow behind it is exactly the same as we would use for a real one.
Everything runs in real time, so a new paint finish takes seconds instead of another night of rendering. Same light, same lap, different car. For a launch campaign or a configurator, this is where real time starts to pay for itself.
This is how the film was made. We drove the Porsche around the track, recorded the laps, and only then decided where the cameras should go. Low at the apex, a long lens from the hillside, a seat in the cockpit. One lap, as many angles as the story needs, no second take.



