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?
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.
This was the first public simulator release from military simulation developer Image Space Incorporated, and was initially funded by Virgin Interactive with publishing assistance from Command & Conquer developer Westwood Studios. Prior to release Electronic Arts acquired both Virgin and Westwood, along with Sportscar GT.
Delays in release caused by the transition to EA gave ISI additional time to work on the product, which led to a number of unplanned features being implemented in the software. The delay also led to the open nature of the .ini files that gave an opportunity not only for last minute developer tweaking, but also for the sim racing community to create a wide array of mods upon release.
Fictional tracks:
Chatham
Desert Speedway (most likely Las Vegas Motor Speedway clone)
North Point
Sardian Park