Sébastien Loeb Rally EVO

Background
And in the end I managed to join the biggest videogame company in Italy: Milestone during the development of Sébastien Loeb Rally EVO.

A new challenge begins...

Technical Data
Name: Sébastien Loeb Rally EVO
Credits: Too many people! Please look at the company webpage or at the credits in game.
Languages/Technologies used: Proprietary engine, FMOD, Emotion FX, Yebis
Platform(s) Xbox One (store page)
Playstation 4 (store page)
Steam (store page)
Releases: 29 January 2016 on all platforms
License: All rights reserved to Milestone S.R.L.
Official website: http://sebastienloebrallyevo.com/
The Game
With 300 km of real roads, 58 car models, 15 different game modes and much more, the game offers an extensive and valid rally experience.

My favourite track? Sweden! I love snow! But my car not so much... oh! All the times I went off road and crashed in a tree to contemplate the beauty of nature! (and lose the match...)

Development
I jumped on the project immediately: a small briefing and then right on! So many bugs, so many thing to do.
We used our own technology which is old but anyway feature rich. I had the opportunity to work with pure C++ on PC, PlayStation 4 and XBox One. I learn a lot and it was funny and hard at the same time.

I worked mainly on gameplay aspects like the tutorial, cameras and game mode structures.

Videos
Since the game is released you can find a lot of materials around the Internet. But have some juicy trailers here:

Launch Trailer

First Gameplay

Add new comment

Comment Text

  • Allowed HTML tags: <em> <strong> <cite> <blockquote> <code> <ul> <ol> <li> <dl> <dt> <dd>
  • Lines and paragraphs break automatically.

Plain text

  • No HTML tags allowed.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Lines and paragraphs break automatically.
To prevent automated spam submissions leave this field empty.
CAPTCHA
Answer the question and don't bother me with spam.