Tokyo Game Show. It was developed to allow for multiple Xbox consoles to be linked directly and/or to be played online via Xbox Live. A customization system was developed where players can create custom layers over sections of the car, similar to layers in professional image programs such as Adobe Photoshop. Objects can be change in shape, scale and color, which allowed for players to create custom designs and liveries. Each car is divided into six sections, and each section can handle up to 100 layers. A custom soundtrack was composed by DJ Junkie XL, which features 56 original music tracks. The game began with a team of only 20 people and was, according to Turn 10 studio head Dan Greenawalt, originally an excellent simulator, but not as fun as a game. He stated that the team then worked "to make the physics more accessible, more handle-able. So we started on the game." Greenawalt further noted that he wanted it to be a "car collecting game." To aid with that Turn 10 hired a designer formerly of Nintendo's Pokémon team and said that the team "played a lot of Animal Crossing and Diablo II." It was developed to display in high definition at 480p, and supports Dolby Digital 5.1 surround sound. The team developed drivitar technology, which is an artificial intelligence avatar for the player which learns from the players habits. The player can assign the drivitar to compete in races which they do not wish to, such as endurance races. Like the majority of major racing simulators, Forza Motorsport is designed to calculate a car's performance in real time using physical data (for example, the weight of a car's engine, its drag coefficient, etc.), consequently causing the cars to mimic the handling characteristics of their real-life counterparts. In 2005, Popular Science magazine tested this effect by inviting professional race car driver Gunnar Jeannette and a car enthusiast without major professional motorsports experience to drive identical cars on an identical track in both Forza Motorsport and the real world. Aside from several cars which were either in challenging physical condition or lacking identical setups, Jeannette's track times matched closely from his performance on the real track and in virtual reality. The amateur's real world times in all of the cars were roughly identical despite a 16-second spread between fastest and slowest in Forza, which he attributed to his fear of