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.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
Originally from Inside Mac Games. October, 1996.
Steven Travers is the producer of NASCAR Racing, and a surprisingly staunch supporter of the Mac. We tracked Steven down to chat about the imminent release of NASCAR Racing Mac and the future of Papyrus in the Mac gaming realm.
You can see all the answered edited into a single video below. Here are the questions asked prior to each clip:
– Can we assume that IndyCar II was successful enough for Papyrus to release NASCAR Racing for the Mac?
– What features were added to the Mac version that weren’t in the PC DOS version?
– In your opinion is the Mac a suitable platform for these kinds of driving simulation games?
– Tell us about NASCAR and why it’s such a great game.
– What’s in the future for Papyrus and the Mac?
View this video on YouTube. Please consider subscribing to RSC’s channel.
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