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Trans Am Racing '68-'72 (PC) Interview

Our own Garth Cramer recently had a chance to ask Adrian Penn, the project manager for EAI, questions concerning Trans Am Racing '68 - '72. We hope you find the interview informative.

1) Can you give us some background on the development team? Is this the Trans Am Racing team's first title together?

    The development team is comprised of a unique blend of artistic, technical and scientific experts. In addition to software engineers, multimedia artists and other technical talent, EAI's vehicle dynamics experts and engineers also collaborated on this game. Leveraging the skills of these experts and engineers helps to ensure that an unparalleled blend of realism was infused into the TransAm Racing Game.

    This project marks the first time that this synergy of game designers, programmers and litigation animation talent has been coalesced on one team. This is truly an unprecedented collaboration—not just within EAI—but on any racing simulation that has ever been produced.

2) What does EAI bring to the table that other game developers don't? Why was EAI selected to develop this game?

    There are dozens of racing games on the market. In an effort to produce a best-in-class racing simulation that would combine aggressive realism--GT Interactive selected EAI. EAI is the only game developer that employs a team of people who have been producing litigation animations for nearly a decade. Attorneys rely on EAI to produce scientifically accurate animations that are realistic enough to be admitted into evidence.

    EAI has produced thousands of animations for court cases that touch many areas of the law. And not once has any of these animations failed the arduous, evidentiary process mandated by the courts.

    EAI's litigation team, which includes vehicle dynamics experts, engineers and physicists, worked with the game development team to create some of the most realistic car crushes and crashes that have ever been viewed on the PC. These crashes conform to the laws of physics and follow the properties of vehicle dynamics. And although the typical gamer may not be versed in the properties of physics or structural dynamics—these players will understand when they see this—that TransAm Racing is something special.

3) How long has the game been in development? When might we see the game on store shelves?

    EAI has been working on the game for 18 months. The game will be on store shelves this summer.

4) It looks like a fantastic collection of cars. Are there any cars you were unable to include in the game? Which is your favorite to drive?

    We included a total of 25 cars. This strong number of vehicles provides players with a colorful variety of cars and several race choices and combinations. Although we weren't able to include every car, we incorporated the historically significant cars; the cars that are often cited as favorites of this era.

    It's hard to pick a favorite. Everyone has their favorites; The 64 Pontiac GTO is pretty interesting to drive – it looks like a boat but it actually (as in real life) drives pretty well. It's a fun car with which to surprise people.

>> Click here for more of the interview.



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