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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.

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.

 

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The developers of Richard Burns Rally, the upcoming rallying title, have posted an interview with Richard Burns. Here it is in its entirety:

Q: You are giving your first interview to the Richard Burns Rally Website, what do you think of the site?
It’s looking great isn’t it, there are some nice little touches on the site, like the online training centre and videos and I believe it’s doing really well in terms of hits, which is great.

Q: Your first computer game, Richard Burns Rally is coming out on July 9th, people will obviously compare it to Colin McRae’s successful Rally game, why did you decide to make a game?
SCi Games approached me after I had won the WRC Championship with a proposition for a new type of rally game, they had identified a gap in the market for game which reflected a real feel for what a rally is all about. It was a great opportunity and I wanted to put my name to something outside of what I was doing day to day and this just happened to come along at the right time.

Q: What is the difference between your game and Colin’s?
Lots! We needed to make this game stand out from the other Rally games out there, and I really wanted a game that actually felt something like the experience you get out of a rally and looked like it does when you watch it on TV. So we decided to make the game as realistic as possible. No one seemed to have done this so there was a gap in the market, if you like, that’s what we have been working towards.

Q: Tell us a bit about your involvement in the game’s development?
It’s been quite a good on going project for me; we started work on this over two years ago now. So as the game has been developed, Robert Reid and I would get to see it at each major stage, drive the game, point out what was and what wasn’t working, we’d be looking at stuff like the car mechanics and sounds, and had to lay down the voice recordings for the Rally School. Obviously I now have a lot more time to see the game than I had this time last year, and it just looks great.

Q: Have you been keeping up to date with the WRC season, what do you think of it and who do you think looks like winning?
Of course! I have been watching from hospital and now following it at my flat. I think it’s all really exciting; I would have to say it’s between Petter and Sebastian for the title, but it’s going to be a close call. There are some interesting new rallies for this year too.

Q: Your health has obviously been cause for much concern, how are you feeling now?
I’m feeling a lot better, this has obviously been an incredibly difficult time but I left hospital about 6 weeks ago which is such a boost for me personally. I’m still undergoing regular treatment which will continue until the consultants sign me off. The level of support from my family, friends and fans has been incredible and is very much appreciated.

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Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

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