How did Brad Pitt’s F1 movie end up in F1 25? Crossover explained

If you’re already enjoying F1 25, you might be aware that it shares a strong link with the forthcoming Formula One film featuring Brad Pitt.

In the game, you’ve got one engaging level that replicates a crucial moment from the movie, and six additional levels are set to debut on June 30, matching the film’s release date.

1st option can be accessed by all players, while the additional 6 options come as an added benefit for those who have the Iconic Edition.

At a recent preview event held at London’s O2 Arena with Virgin Media Gamepad, we had a conversation with Gavin Cooper, the creative director of F1 25, about this exciting crossover. Interestingly, an APX GP car, which originated from the film, was physically present!

Alternatively, you can view the interview by using the video player above, or find it on our YouTube channel (TopMob Gaming). If you prefer, you can continue reading here for some key highlights!

Cooper commented that the game/movie crossover seems perfectly suited. He’s known for some time that they’ve been making the movie, and given they’ve filmed extensively at the grand prix recently, it’s hard not to notice their work due to its high visibility.

Cooper went on to explain, “The same team behind Top Gun: Maverick is involved, so we’re focusing heavily on actual, high-speed cinematography.

In simpler terms, they’ve put the actors in a vehicle designed to resemble an F1 car, which is similar to an actual F2 car. This way, they can film scenes while these fast-moving vehicles race on the track, along with the real racing cars.

It seems we’ve observed such events transpiring. I believe it’s logical to infer that their involvement in the game is advantageous for them, and conversely, their presence within the game is beneficial for us as well.

How did they transform the movie into an engaging gameplay experience, exactly?

According to Cooper’s remembrance, “We had the opportunity to view a preliminary draft of the script, allowing us to immerse ourselves in the entire storyline, decipher its core, and essentially pinpoint what we believed would be the strongest possibilities for these scenes. What were the key moments of high-speed action?

As a dedicated fan, I can’t help but be captivated by these intriguing elements. Simultaneously, the game and the movie are evolving, almost as if they have a life of their own. It reached a stage where they had some early footage to show us, making the whole experience feel even more tangible and real.

Initially, our thoughts were based on the script; however, after filming, it appears quite distinct from the original version as written. Now, we get to witness the realization of that script on screen.

There’s more than meets the eye in what you perceive, not just what’s explicitly written on the page. We reach a point where we can discuss moving certain elements around, removing others, and smoothly transitioning into gameplay.

Providing a basic understanding of how one of these scenarios unfolds, you can determine the sequence of events and identify where footage transitions to gameplay. To effectively convey the story within the track using our game’s available tools, we need to find solutions for:

1. Determining the progression of the scenario
2. Identifying the transition points between real-life footage and gameplay segments
3. Communicating the events happening in the track using the game’s resources.

As the production progresses, we continuously adjust, refine, and reposition elements such as your voice-over with the race engineer or the tasks provided on the track. This is done to ensure that the final product accurately reflects what was initially planned.

Additionally, our goal is to create numerous engaging situations that immerse you deeply into the game. Furthermore, we strive to ensure a smooth flow between the gameplay and the visuals, making the transition nearly imperceptible.

One task we’ve been working on involves adjusting the color tones in the game to ensure a consistent visual style, similar to the movie’s overall aesthetic tone.

Was there any access granted to Gavin and his team, including meeting with Brad Pitt directly? Was Brad Pitt present at the studio at any point?

Cooper chuckled heartily when asked if he had ever met Brad Pitt, replying, “I haven’t had that pleasure yet.

Despite first impressions, it appears that Cooper and their team have skillfully integrated Pitt’s film into the game, creating an enjoyable gaming experience. We can’t wait to delve deeper into it!

In the meantime, you can watch the rest of the interview below.

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2025-05-29 12:04