If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.
Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
Gordon Goble over at GameCenter posted a news update with the first bits of information on Papyrus’ next big title: A 1960s F1 Simulator.
Text from the article:
The word from Papyrus’s Matt Sentell is that work on the company’s hush-hush new racing project is coming along swimmingly. It doesn’t have a name yet, or if it does no one’s telling, but it does promise a whole new take on PC racing competition. Or at least a fresh look at an old discipline.
According to project producer Sentell, Papyrus’s next offering will be a historical simulation based on mid-1960s Grand Prix racing. That, racing fans, means the game will boast old-time Formula 1 racing in vintage, precarious cars made for speed, not safe Sunday driving. How closely the game will try to simulate the rigors of this classic period in Formula 1 racing is unclear, but the sim will feature the hairiest speedways of the ’60s, such as Germany’s legendary Nurburgring, where racing stalwarts like Jackie Stewart cheated death and carved out their reputations.
Sentell says licensing for the new product is nearing completion and that nearly a dozen Papyrus employees are currently involved in the production, including David Kaemmer, Papyrus’s president and the man who brought us 1989’s Indianapolis 500: The Simulation. Kaemmer has been concentrating on the game’s “significantly more realistic” physics model, one that will be utilized in any Papyrus racing product for nearly two years. He calls the results to this point “awesome.”
Unfortunately for PC racing enthusiasts, the release date for this latest Papyrus/Sierra effort is still far down the road. Sentell says it will be “no later than mid-1998.”
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