



We never saw Need for Speed SHIFT therefore as a single-release product even from the initial concept stage each iteration is specifically designed to be a further step on that journey that takes us to a place where we're the most authentic, realistic, visceral racing experience out there. SHIFT was always meant to be the next step in that journey transitioning players from the illegal street racing of Underground and Carbon and that 'Fast and The Furious' mentality, through 'legitimate' racing in ProStreet (that brought 'organisation' to the racing), and finally onto bona fide circuits for the first time. It's a journey of player's growing expectations and changing play styles, and a journey chronicling car culture over the years. When I talk about SHIFT I always talk about 'the journey'. The scale and scope of this piece is such that we've decided to split this piece into two parts, with the concluding segment of the interview being published tomorrow. Previously we've concentrated mostly on the technological aspects of the games we've covered - but with the assistance of Slightly Mad, in this piece we're able to expand the scope significantly to answer all of the questions we have ever had on how a top-tier racing game is actually made, the core assets the teams have access to in terms of cars and tracks, plus we've gone in-depth on the whole process of the racing simulation.Ī great many thanks go to the following Slightly Mad staff for their extensive help in putting this feature together: Andy Tudor (Design Lead), Ged Keaveney (Lead Programmer), Tim Mann (PS3 Lead), Jan Frishkorn (Vehicle Lead), Andreas Moll (Art Director), Doug Arnao (Physics Lead), Dr Stephen Baysted (Audio Lead), Rob Dibley (Render Lead), Peter Nicholls (Render), Stephen Viljoen (COO), Suzy Wallace (Producer). In our biggest and most expansive developer interview to date, Digital Foundry talks extensively with Need for Speed SHIFT developers Slightly Mad Games on the genesis of their most ambitious racing game yet, discussing topics are diverse as the original title's post mortem, hopes and ambitions for the sequel, the evolution of the NFS brand and of course the technical underpinnings of the game itself.
