2006.
Its been past halfway into the decade, and the racing game landscape is changing. The early part of the decade had a large focus on tuner cars, big wings, bright paints and shiny things. And all of course, mixed in with the underground street racing vibe, racing on the public roads, occasionally with police chasing the players around as they speed across open streets.
However in the real world, the culture has shifted a bit. A rising popularity in grassroots legal racing, drifting, and just in general racing in ways that don’t end up with the cops crushing your car and your ass behind bars. So of course, as following what the real life worked in the past, this seemed like a good time to shift over.
CIRCUIT is the new, in-house working title for the next upcoming racing game. Work has been started for the game, gone is the open world at nighttime and in are real world tracks, as well as fictional street circuits from places all over the globe. It was to be a blend of simulation and arcade, as well as a blend of the outgoing tuning culture as well as the new. Modes that would be included as a lock for sure was traditional circuit racing, drifting and drag racing, though variations on those would even be added in as well. Rally and offroad racing is a hopeful addition as well if the physics team can figure out dirt physics. As a carry over from the earlier games, car customization would still be around, but limited more to performance oriented modifications than having speakers and underglow.
Currently the story path of the game would take the player from the bottom, participating in low end racing events and building reputation, to eventually racing the big teams and their star drivers. The game will continuously drop snippets of information on how good these top teams are, and eventually face off against them to beat them in their discipline. Eventually after facing every other team in the CIRCUIT league, this will lead to the player to a final event showdown to dethrone the previous champion team and their star driver to become the top driver themselves.
Of course, all of those teams need art assets… And while it sounds great to just use real life people and teams for this, that poses many problems. Mainly licensing and them wanting to use their image to control the game’s development. So, they will have to be custom made.
Rules
- Model/ Engine year: Any year
- Trim/ Variant year: 2008
- Max Engine/ Trim ET/PU: None! (I’ll get to this)
- Minimum safety: 40
- As this is a design challenge and particularly a livery design one, I reserve the right to bin anything not in the spirit of the round design wise (ie, no livery, no logo for team)
- Let me know if you need any part of your car hidden. You probably won’t as this should be grounded in reality, but sometimes the chassis does do Automation things.
- Must have a presentation of the car and team
- You only need 1 car, but if you really want to make more… just send me your best
Priorities
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Team livery design and vehicle choice
The main focus of this will be to create a distinct racing team for the CIRCUIT game, one that is both unique, distinct and visually impressive. Of course, the vehicle choice will be tied to this, as it should be something that is or made to be what and endboss of a racing game should drive and something the player would want to get their hands on as well.
The car’s visual modification should also be geared to the discipline it is stated for (track, drifting etc. your choice on what). Note that these should be modified production vehicles, but can be from any era.
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Team logo
The team should have a unique logo that is featured prominently on the car and integrated into the car’s livery. One thing to note is that this should not be a real/ parody brand used here and rather something custom. For example, even if it looks great a Martini/Tarquini team as the logo will go in the bin.
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Team and star driver description
The better you know your rivals the better the leadup to the end of the game would be. This includes the team name, driver names. Background information would be a nice touch, as well as what they specialize in. Do not say that they are the current champion, as that is what this will be deciding.
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Engineering cohesiveness and performance
The cars can always be rebalanced to what is needed for the game, but we should have something to start from. Basically, tune your car to match what it looks like. If it is weirdly incoherent with mismatched choices it just means it needs more development time.
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Presentation
If it looks nice it deserves points.
Design Inspiration
Inspirational Pictures
Submissions
Please DM your .CAR file to me. If you DM it to someone else or just post it in the thread, what are you doing really. If you are new and cannot DM, send me a message on discord.
Car model: AGC16 - [YOUR FORUM USERNAME]
Car Trim: [Car make, model, trim]
Engine Family: AGC16 - [YOUR FORUM USERNAME]
Engine Variant: [Engine make, model, trim]
Please include the team name and its driver(s) information in your presentation, which is also required.
Submissions open: April 23rd
Deadline: May 7th (Pending revision and exact time)
If you have any questions please ask.