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Life in (Virtual) Pit Lane: The War Stories of Video Game Car Design

Accepted submission by chromas at 2018-04-29 10:20:18
/dev/random

Here's a bit o' history of cars in video games [arstechnica.com]:

From Wipeout to Ridge Racer to Motorhead, the original PlayStation marked the inflection point where home console hardware finally caught up with the outsized ambitions of simulation-minded developers everywhere. At the same time, the success of classics like Gran Turismo on the sales charts helped cement the genre as a commercial force. But it was 1994’s Road and Track Presents: The Need for Speed—a mouthful of a title, especially for the starting point of a much-vaunted franchise—that served as one of the very first truly excellent home driving games. Developed by EA and originally consigned to the doomed early disc-based machine known as the 3DO, art lead Markus Tessmann distinctly recalls working around both the strict hardware limitations of the ailing console and the somewhat-strained budget assigned to the unproven team.

According to Tessmann, EA had cajoled him out of his decade-long career making top-flight 3D graphics for feature films and commercials with the promise that his expertise would help them make cutting-edge 3D games. But after etching a handful of traditional pixel-art games for the Sega Genesis, Tessmann began to grow exasperated. That is, until he heard about their next project. “They told us that they wanted us to make a driving game for the 3DO, and I thought that was great,” he says. “But then they told us that they wanted it to be a 2D game similar to Sega’s OutRun, or the hit game of the time, Road Rash. Just 2D bitmaps of cars that we’d scale, to give the illusion of depth. I was like, are you fucking kidding me? That makes no sense. It’s the 3DO, not the 2DO.”


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