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

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

F1 22

Formula 1 in 2022 witnessed a real revolution. With the change of rules and the related disruption of the dynamics outside and inside the race, even the Codemasters F1 22 had to face unprecedented challenges during development. In addition to the review that you can find on our pages and which explores the technical aspects of the new effort dedicated to motorsport most followed, we took the opportunity to interview Lee Mather, Creative Director of EA at Codemasters, and to investigate a little more thoroughly developing the game.

Lee Mather, Creative Director of EA, profile picture Twitter Challenges in a complex period can make the phases of creation even more complicated and we were curious to find out how these had materialized in conjunction with all that Codemasters has had to tackle to bring a new chapter of F1 to store shelves.

F1 22 and a license that's just the starting point

In what aspects lies the creative leeway in development a licensed racing game?

There is a lot of room left for creativity in the development of a racing game. Sport and play work differently and it is appropriate to work with them in an equally different way; an intelligent and original design is the only way to replicate many sensations and many aspects of the game.In addition to this, there are all the features and extra contents unpublished to the sports formula, such as My Team, F1 Life, Time Trial, Multiplayer and the competitive system. All these aspects allow the team to indulge in creative game-design choices that are not tied to the "sporting" nature of the game.

What were the biggest challenges to face this year?

Formula 1 has undergone the most significant rule changes in recent decades, we had to work closely with the technical team in advance to help us understand what the potential and expected outcome of the changes would be for both the cars for both the racing experience. Obviously, one of the most difficult aspects to assess was to hypothesize the values ​​of the teams in the league and then put them in order based on relatively little experience. We were always present at every possible opportunity to analyze everything, and we were thus able to collect the necessary data to help us produce F1 cars that effectively represented the new rules.

These technical aspects have influenced the time to make the game? And in general, how does the F1 calendar dictate game development times?

Regarding the modifications to the vehicle, we worked closely with Formula 1 to help us understand what they wanted to achieve, so we got a first shot of what the feeling of the vehicles and their performance would be. . Of course, we wouldn't know exactly until the first race of the season, however we sent our Lead handling designer to pre-season testing in Barcelona, ​​to learn more about how the vehicles are driven and how they move around the circuit. As for all the years, we then developed the sensations and data on the basis of the numbers officially provided by the teams and in the end the times and dynamics turned out to be similar to the usual ones.

The dynamics of the development of F1 22

A race of F1 22 This year we have not found the Braking Point narrative mode to accompany us, did the previous circumstances influence or is it an upstream choice?

We have found great success with F1 2021's Braking Point narrative mode, both among new players and veterans, and our commitment will remain strong in this mode in the future as well. It was not part of our plans for F1 22 due to our two-year development cycle with our in-house teams, but you will definitely see it again.

In addition to this year's unique dynamics of F1, the pandemic o Did other large-scale issues affect the team's work dynamics?

Large-scale world events like the ones we've seen in recent years obviously have an impact on the development agenda and the way teams work. However, with such a skilled, affectionate and experienced group, not to mention the support of Codemasters and EA, we have continued to work effectively by supporting our teams.

F1 22 takes the online dynamics further and further The Social dynamics are increasingly at the heart of Codemasters game development. Was it a previous plan or is it part of a specific corporate request from EA, in case there was help for the development of this front?

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

Many think that racing games, especially licensed ones, are victims of a linear development without great evolutionary leaps. What is your point of view?

With the advent of new features and major updates that we make to the series every year, nothing is ever simple, quick or straightforward for the F1 series. Even the heart of the game, the cars, the circuits and the drivers, require huge investments to keep them updated and authentic.

The view from the cockpit of F1 22 There is an anecdote you recall with pleasure about this during Development?

Regarding the anecdote, there is one that stood out this year and made us all laugh. Someone commented that it was nice to have some famous Twitch streamers on the cover of the game, featuring Lando, Charles and George. Although of course they are also Formula 1 drivers ... It is very good to see that the world of games and F1 are really starting to advance the sport in such a beautiful and positive way.

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