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.
Another nice update from Reiza this month mentioning updates in vehicle and track art, audio, physics, AI, and their user interface. We also got our first screenshots of that UI, a gorgeous screen of a Brabham BT44 and some other very pretty content.
They also announced their first DLC packs will include Silverstone (1975, 1991, 2001 and modern versions) and Hockenheim (1977, 1988, 2001 and modern). While it may seem strange to announce DLC packs at this stage I think their reasoning makes sense and with just under 40 unique venues and over 60 car models, I don’t think it’s unreasonable to try to generate some ongoing revenue.
It is noted as work-in-progress with some placeholder images, but here is our first look at the AMS2 user interface:
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