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.
According to a post in R.A.S. Electronic Arts will publish Sports Car GT for both the PlayStation and PC. The game was being produced by Westwood and the PC version by Image Space Incorporated. Both platforms are scheduled to ship in Spring 1999.
Sports Car GT will offer racing on authentic road tracks from North America (PC and PSX) and Europe (PC Only), with more than 45 cars and teams. Among them will be the Porsche 911, BMW M3 and the Saleen Mustang. Players will be able to upgrade these cars and fine tune them for maximum performance.
Die-hard racing enthusiasts will be able to race for up to 24 hours of real-time action. For instance, if a player starts a game in the morning and continues into the evening, he or she will be racing in the evening on a lit track with headlights on. The game’s AI drivers are being designed to closely simulate the driving styles of real-life GT racers.
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