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 rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
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