Unmissable in the video game landscape, the genre of racing game has always fascinated many gamers from the origins of video games until today. Who has never imagined themselves behind the wheel of racing cars or some of the most powerful and expensive production vehicles? Alternately on the circuit, in the open world, through the forest, the fields, the cities, it has always been able to offer exciting and even realistic experiences that have marked many players of all generations.
However, like other video game productions, few of us really know how a racing game is designed and what are some of the major decisions that are integral to the stages of its development.. This is precisely what we invite you to discover today through an exchange on the subject between Mangalore, specialist in racing games and in particular the license Forza, and Jonathan MAROLE, CEO of Vision Réelle studio and developer having worked on Test Drive Unlimited 1 and 2.
Through this rich discussion, you will discover in particular what are the different periods in the development of a racing game, how the vehicles present are chosen and, above all, how they are made and how their physics are designed. All this and much more can be discovered in the two videos below.
Now that you know a lot more about the different components of the development of a racing game as a whole, whether it’s AAA level ones like Forza or more modest games, discover more specifically the case of the creation of an indie game via the gaze of Jonathan MAROLE.
Through the example of his own game called Classic Racers Elite, which is currently scheduled for release on PlayStation 4, PlayStation 5 and Nintendo Switch, this one evokes the peculiarities of the creation of a whole new title when one officiates alone and / or without the contribution of the notoriety of a big license.
Finally, through these long and rich discussions, it is easier to understand the choices that have certainly guided developers in the design of their games. Indeed, as a player, we often have no idea of the issues that may seem simple to us, but in the end generates a real bias during the production. Choice of vehicles, definition of the orientation of the game (arcade or simulation), gameplay, modeling, physics,… so many questions for which you now have clarification and which will help you see things from a new perspective.