Driving Through RACE Pro's Development with SimBin's Diego Sartori

“A SimBin racing game should be 'easy to learn and hard to master' and I really do think RACE Pro offers exactly that gaming experience.”


SimBin is well known for GTR, GT Legends, RACE 07: The WTCC Game and many other simulation racing games. But if you're strictly a console gamer, chances are you haven't played a SimBin racer before. That should change with RACE Pro, the studio's first title for Xbox 360.

"When we first set out to do a racing game for console, we looked at what game engines were available," said Diego Sartori, Creative Director of RACE Pro. "After researching them all, we found that we would be better off creating our own engine – Lizard. We focus on the physics simulation and driving feel more than anything else, and Lizard has been built to support this philosophy.

"When doing a racing game you must compromise, there is no way to make the consoles or a gaming PC run 'full on bling bling' and our type [of] simulation at the same time. Especially on consoles this means that you need to decide on what you want; we wanted the physics controls, sound and AI to get all the 'power,' so we had to compromise a little on the visuals. Others choose to focus on the visuals and do very little with the simulation part of the game."

SimBin has worked on PC racing games for many years, but only now are you making the jump to consoles (for now, it seems, just Xbox 360). What made this the right time to make a console game?

Diego Sartori: The decision to make a console game was taken a long time ago, during the production of our very first PC game (GTR) in fact. It was made due to the small market share of racing games on the PC platform.

It is more or less a requirement to be featured on console and PC if you as a developer want to be able to get your projects published. This fact and the company’s vision of growth led us to pursue a multi-format game engine and of course to develop a SimBin racing game for console.

Console gamers tend to have different expectations than PC players. Has this influenced your development on RACE Pro?

DS: On a personal level, I tend to disagree actually. If you look at how the market is today, you will notice that most games are designed to work on both console and PC without too many design differences. Most shooters are, apart from controls, identical on PC and console and if some of the major racing game titles from console were also featured on PC, I am sure the same would apply to those.

When you analyze how console gamers treat their games and their gaming, I think there is very little to differentiate them from PC gamers. There is the same dedication and surely the same skill level. So in terms of physics simulation, there is very little we feel we have had to do differently for RACE pro if you compare to our latest release on PC. It is this mindset we have used during the development of RACE Pro. We trust that there is market for a pure racing game alongside the more arcade oriented car games on console.

RACE Pro runs on our Lizard game engine and currently our PC titles run on the ISI engine and that in itself creates some differences in feel and handling. But we have not made any console oriented changes to our philosophy of racing games to accommodate the console.

A SimBin racing game should be “easy to learn and hard to master” and I really do think RACE Pro offers exactly that gaming experience.

RACE Pro is going to offer three different race classes. What is the significance of each?

DS: I am not sure if you refer to the car classes or the three levels of difficulty.

RACE Pro features 15+ race classes. There are classes for production cars and classes for race cars. In these classes all the content is matched in order to offer the best possible racing experience.

We have three GT classes where GT Club is the “slowest” of the three and GT Pro is the fastest. There are faster classes of cars and there are slower classes of cars. They do all however, present the player with a different challenge and demand some level of skill before being able to race them at their full potential. WTCC, the official FIA World Touring Car Championship class featured in RACE Pro might not seem much of a challenge with its 280+hp engines. But being fast in these cars is to some extend an even harder challenge than with the GT cars.

RACE Pro also features three different levels of difficulty, each level featuring its own restrictions on driving aids and AI strength.

On the lower difficulty levels where driving aids are at their maximum, even a 1018hp Koenigsegg becomes manageable and relatively easy to drive. Take the driving aids off and it becomes an outright challenge to handle all of that horsepower.

Tell us about the 13 real-life tracks that are planned for the game.

DS: The tracks are from locations all over the world and RACE Pro features some world exclusive tracks. We have a world exclusive track from Macau in Asia, a fantastic city track and only featured in its accurate race layout by RACE Pro. In addition to Macau, we also have the Pau and Porto city tracks, both exclusively featured by RACE Pro and both offering some super intense city racing. We have Laguna Seca and Road America from the US, two wonderful tracks, each offering some quite unique challenges, the Corkscrew of Laguna Seca to name just one. Then we have the Valencia circuit from Spain, Brands Hatch from the UK, Curitiba from Brazil and many more.

Each track is modeled around real world data collected by the SimBin reference team.

Are there any additional courses: fictitious, mirrored, or multiplayer-specific?

DS: There are no fictional race tracks and there are no reverse tracks, nor are there any tracks made exclusive for multiplayer racing.

There are tracks featuring alternate layouts in real life and some of these may or may not be featured through the DLC plan for the game – you’ll have to stay tuned!

With 48 manufacturers represented, there are going to be a lot of vehicles in this game. Go over the process of designing some of these vehicles, ensuring they handle different, that they look and sound like the real thing, etc.

DS: Once a car has been decided upon, the reference team begins collecting the needed data. The physics and sound team begin to investigate the car; this is done by watching videos of the car in motion both from inside the car and track side.

Then as soon as we can, we go to a race track to see the car live and to talk to the team and the drivers. We look at how the car behaves on and beyond its limits and we always try to see the car early during the race weekend and during the race. This gives us some good insight into how the car behaves when the setup is not ideal and how it behaves when it is. During these visits to the track we also try to get our recording gear into the car, as well as record it track side.

When we have collected all the data we need, we begin developing the base of the car and when possible we let a driver try the car in its base form. Based on feedback from the driver and our own internal test team, we begin to tweak all the small details that ultimately end up defining the car. Each car handles differently due to all of them being developed based on real life data, so no need to artificially add tweaks or changes in that aspect.

That was the extremely short version!

What is SimBin's take on body damage? Will we see any in RACE Pro, and if so, what limitations are being applied?

DS: SimBin’s take on damage is that we like it as much as anyone else [smiles].

RACE Pro features both visual and physical damage. The visual damage system supports deformation of the chassis as well as detachable parts and the physics damage system supports amongst other things, bend suspension and steering arms as well as detachable parts. The player can adjust the damage sensitivity to suit their needs, within the limitations of each difficulty level. The game can also be configured to show the visual damage without the physical damage being active.

RACE Pro goes online with 12 players, a first for the series. What else can we expect -- the different modes, play styles, etc.?

DS: Everything featured in RACE Pro is a first for the series, as this is the very first game in the series.

The multiplayer experience in RACE Pro is all about pure racing so we have not added any out of the ordinary game modes as such. As a host, you can choose between hosting a ranked or an unranked game. Once a session type has been chosen, the host can configure the game to the hosts liking, this with the exact same options as during an offline session. When the host launches the session it will appear in a state called “waiting for players” and during this phase players on the server will be able to drive around the track as in practice mode. The host dictates when to change to the race session

Sometimes, players decide never to go into the actual race session and simply stick to online practice instead. There is much to learn from each other and with the communicator in use, players can talk about and test car setup changes as well as driving lines and tips on how to improve lap times. RACE Pro supports races of a few laps to races of 75 laps, the host chooses to have brake and tire wear on or off and what level of driving aids to allow. Weather conditions can be set to wet or dry and damage sensitivity set to off, forgiving, intermediate or realistic. The host can add AI opponents to fill up the grid but an AI opponent will never block a human player from entering the session.

Qualification can be set to on or off, if the session does not have a qualification session the grid will be formed randomly. If, however, the race does feature a qualification session this will be a hot-lap qualification where the players have one flying lap alone on the track. The grid is then formed according to lap times. Online sessions are based on class racing so the host decides what class to race.

Racing games tend to use licensed music and generally lean toward a rock-oriented sound. Which direction will RACE Pro take?

DS: RACE Pro leans towards a symphony of V12’s and grunge of V8’s! We have not added music that the player can have running in the background during gameplay because we believe the sounds from the game is music in itself.

The Legend and Lore of Aion: The Tower of Eternity

The back story involving the principle races of NCsoft’s upcoming MMO continues to evolve in the developers' journals



The land of Atreia is a beautiful and mysterious place, peopled by disparate races with unique perspectives of the shattered lands they call home.

The peoples of this land have no love for the other, a fact that colors their individual histories and the lore about the origins of the world. Harken now as the two races, the Asmodians and the Elyos, tell – as each perceives it – of the origin of the world and peoples of Aion: The Tower of Eternity, the upcoming massively multiplayer online role-playing game from NCsoft.

The first five chapters of the lore were published in mid-January. Chapter 6 was published at the end of January, and this is chapter 7 in the lore of the land

Aion: The Tower of Eternity PC screenshots

The Abyss: The Asmodian Perspective

One day a curious thing happened. The shards of the great tower that had plunged into our soft land started emanating light again, and then pulled themselves from the ground and into the air around us. Asphel ordered the Archons, the strongest of our Daevas, and the unit of which I was now a part, to investigate.

We left straight away, and found a portal of some description which took us to a world, somewhere between Asmodae and the lower half of Atreia, where pillars of rock floated in the air. This was a world where the Aether that I relied on for my powers was present in abundance, and I felt a sense of enormous relief upon finding my abilities still intact. I returned to Pandaemonium and told our Shedim Lords what we had seen. Asphel immediately ordered other Archons to guard this portal, and when I asked why, he did not answer, but instead simply gazed up at the sky, towards the lower half of Atreia.

Two days later, while we were planning a second expedition through the portal, we noticed our guards stationed in Morheim had not reported in to us. Zikel, one of the Shedim Lords and our god of destruction, took the remaining Archons, including myself, to investigate.

We hadn't traveled long when we found a group of men, claiming to be from the lower half of Atreia, standing in their stead, their weapons drawn. These beings looked like angels, and though they said little, they cast judgment on us instantly. Imagine - being judged for a crime that they, not we, had committed! It was not us who had been soft-hearted cretins, welcoming the Dragon Lords into our tower during full-scale war - it was them!

Zikel's rage was more than evident, and he threw these "Elyos" to the ground, demanding they curse Nezakan, one of the Empyrean Lords who was weak enough to call for peace with the Balaur. Time, Zikel spat, had proven which side was at fault. Would these Elyos acknowledge their Lords' mistake, and condemn them for their foolishness?

Their leader, a man named Deltras, refused. With the pride that we now know is the taint of all the Elyos, he piously refused to blame his own Lords, cursing Zikel instead. Swords were drawn, and we charged, cutting them down like the cowards that they were. Still, some of their numbers escaped; most fled towards our home city where in their anger they butchered our women and children before we finished them. Two fled back to their homeland, bloodied but not vanquished. Not yet.

Aion: The Tower of Eternity PC screenshots


The Abyss: The Elyos Perspective

All that remained of our great tower following the Epic Cataclysm were two stumped remains, one on our world, the other still visible on Atreia's upper half. The majority of the tower had been destroyed, its remains left scattered over the two halves of our world.

One day, however, the earth around these shattered remains began to shift, and slowly the fragments levitated themselves into the air. We sent our bravest guardians to investigate the phenomenon, and they discovered portals leading to huge floating chunks of the Aion tower, in a bizarre realm where Aether flowed like water.

We labeled this world the Abyss, and slowly our Daevas ventured forth, exploring this new and volatile environment. They found a world rich in the Aether that Aion had granted to the Empyrean Lords, and which the Daevas had managed to manipulate when we were at war with the Balaur. Many Daevas were lost, though; these portals were unstable, and once closed seemed to stay shut, exiling anyone who had gone through.

One day another portal opened, larger and more stable than the others. A Guardian by the name of Deltras passed through it, and on the other side, he found something astounding. His legion were standing on the upper half of Atreia, and when they looked across the sky, they didn't see the shaded remains of the Aion tower, and the upper half of Atreia, but instead saw their own world of Elysea, bathed in warm sunlight.

Slowly, nervously, they moved on, carefully exploring this strange land which once was part of their home. It was now a dark and foreboding place, full of whispers and fleeting shadows. There they discovered the Asmodians, men and women who were once our brothers, but now had been warped into twisted and foul creatures. Even worse, these nightmares were led by one of the murderous Empyrean Lords, a cruel being named Zikel.

It was dark; our Daevas could not see well, and were soon captured by Zikel and his monsters. This being, who we had once revered alongside the mighty Ariel, threw Deltras to the ground, demanding he curse the Seraphim Lords for their "weakness". Deltras, brave and noble as he always was, kept the pride of the Elyos. He refused to curse the Seraphim Lords, and instead cursed arrogant Zikel to his face.

The Asmodians attacked, and those of us who were waiting on the other side of the portal saw only two of our number return, bloodied and injured.