This year (2009) I had the opportunity to make a couple assets for Microsoft's Project Natal. The assets were for a prototype game called Ricochet. These assets consisted of a sports bench, water bottle, and weight rack (plus weights). Each object consisted of a low and high poly model, a diffuse texture (baked ambient occlusion), and a normal map (baked from high poly). The above video is from a stage demo at 2009's Electronic Entertainment Expo (E3), showing the game Ricochet, and how Natal works. The objects I modeled are not very noticeable in the video but they do appear on screen at all times. The most noticeable is the sports bench: primarily because it is the largest and closest asset to the player.