You see, he’s been involved from the off as Chief Development Officer, prioritising features, altering code and overseeing progress. “Well, basically, I’ve already been running the day-to-day, so it’s just a D changes to an E,” says Boland to Traxion. “It’s not like I’ve suddenly got this new throne. I just have to sign a few different things when it comes to bank accounts. That’s about it.” It does, however, follow a period of extensive change at the Straight4 Studios development team, including Aris Vasilakos joining the c-suite. Hypercar rebuild, VR and triple screen to exit alpha One of the recent notable changes has been the ‘Version 2.1’ update with touted ‘rebuilt’ GT3 and GT4 category physics. Work, naturally, continues, and August should see further fundamental tweaks, as Vasilakos waves his machete around the Haydron physics code. “The GT3s and GT4s, we’re not saying that they’re perfect and that they’re finished, but we’re saying this [Version 2.1] is the next step for us and Hypercars are next,” explains Boland. “Very tricky ones,” expands Vasilakos, regarded for his previous work on the Assetto Corsa franchise. Another contemporary class on the priority list then, as opposed to the surfeit of historical content that differentiates Project Motor Racing from some of its immediate rivals. Vasilakos has a deliberate plan to focus on the more ubiquitous vehicles first: “GT4s, GT3s and Hypercars are so famous right now because they are a great driving experience in real life and in sims as well “So it is important to have them in a great state because newcomers who come into our game can be like ‘Hey, let me drive a car that I know and that I have experience with and see how this sim feels’. “If it doesn’t feel adequate, then they could simply abandon