F1 22, Interview with Creative Director Lee Mather on how to go from track to video game

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In 2022, Formula 1 witnessed a real revolution. Even Codemasters F1 22 faced unprecedented challenges during development, as the rules changed and the dynamics inside and outside the race deteriorated accordingly. In addition to the review you can find on our pages, which examines the technical aspects of the new effort for the most popular motorsports,Interview with Codemasters EA Creative Director Lee Matherand to delve a little deeper into the game’s development.

Lee Mather, EA Creative Director, Twitter profile photo

Lee Mather, EA Creative Director, Twitter profile photo

Challenges in a complicated time can complicate the creation phases even more, and we wondered how they came to be, with everything Codemasters had to go through to bring a new F1 chapter to shelves.

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F1 22 and a license as a starting point only

What aspects of creativity lie in the development of a licensed racing game?

There is a lot of room for creativity in the development of a racing game. Sport and play are different jobs and it is appropriate to work with them equally differently; A clever and original design is the only way to replicate the many feels and many aspects of the game. In addition, there are all the unreleased features and extra content of the sports formula such as My Team, F1 Life, Time Trial, Multiplayer and competitive system. All these aspects allow the team to indulge in creative game design choices that are not tied to the “sporty” nature of the game.

What were the biggest challenges you faced this year?

Formula 1 has gone through some of the most significant rule changes in recent years, and we had to work closely with the technical team beforehand to help us understand what the potential and expected outcome of these changes would be for both the cars and the racing experience. Frankly, one of the most difficult aspects to assess was hypothesizing the values ​​of teams in the league and then ranking them based on relatively little experience. We were always available whenever possible to analyze everything so we could gather the necessary data to help us produce F1 cars that effectively represent the new rules.

Did these technical aspects affect the timing of the game? And in general, how does the F1 calendar determine game development times?

As for the changes to the car, we’ve worked closely with Formula 1 to help us understand what they want to achieve, so we have a first chance at what the cars feel and performance will be. Of course, we won’t know for sure until the first race of the season, but we sent our Lead handling designer to pre-season testing in Barcelona to learn more about how the cars are driven and how they move on the track. . As in all years, we then developed the sensations and data on the basis of numbers officially provided by the teams, and eventually the times and dynamics turned out to be similar to the usual ones.

Dynamics of F1 development 22

An F1 22 race

An F1 22 race

We couldn’t find the Brake Point narrative mode to accompany us this year, did the previous conditions affect us or is it an upside choice?

We’ve had great success with F1 2021’s Braking Point narrative mode among new players and veterans alike, and our commitment to this mode will continue into the future. Due to our two-year development cycle with our in-house teams, F1 22 was not part of our plans, but you will definitely see it again.

In addition to this year’s unique F1 dynamics, have the pandemic or other large-scale issues affected the team’s operating dynamics?

As we’ve seen in recent years, large-scale world events clearly have an impact on the development agenda and the way teams work. But with such a talented, caring and experienced group, we have continued to work effectively by supporting our teams, not to mention the support of Codemasters and EA.

F1 22 takes online dynamics even further

F1 22 takes online dynamics even further

Social dynamics are increasingly central to Codemasters game development. Was this a previous plan or is it part of a specific corporate request from EA in case of help developing this front?

Gaming is something that evolves when it becomes a shared, collaborative or competitive experience. This is an area we have long been passionate about at Codemasters and we want to allow players to enjoy our games as well as the excitement that surrounds them and the culture of the sports they represent.

Many consider racing games, especially licensed ones, to be victims of linear development without major evolutionary leaps. What is your perspective?

With the emergence of new features and major updates we make to the series each year, nothing is simple, fast or easy for the F1 series. Even the cars, tracks and drivers that are the heart of the game require huge investments to keep them up to date and authentic.

View from the cockpit of the F1 22

View from the cockpit of the F1 22

Is there an anecdote that you fondly remember about this in development?

As for the anecdote, there is an anecdote that caught our attention this year and made us all laugh. Someone made a nice comment that some famous Twitch streamers have Lando, Charles and George on the cover of the game. Of course, even though they are also Formula 1 drivers… It’s nice to see that the game world and F1 are really starting to advance the sport in such a beautiful and positive way.

Source: Multiplayer

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