WEBVTT

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This week on the Eye Racing Down
Shift. We're back for really it's been

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how long, Kevin? I think
it's been since December. The boys can't

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seem to get their calendars straight.
So I'm looking at my phone right now

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and I don't have a text.
Phone call. Be a team and Greg

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Hill gives us updates. We've all
been waiting. Rain is quite the project.

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It's a whole team initiative, all
this morse strapping. Welcome to the

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Eye Racing dash It. I'm your
host, Greg West. I'm back of

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the boys, Kevin Bobbitt and Chris
Leoni. Wait, we are back,

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like really back as in actually here. It's been how long Kevin. I

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think it's been since December. That's
been a long time, so not long

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enough. Wow, Oh, it's
good to be back. We're gonna do

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more of these, we promise.
We have calendar reminders. We do it

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right, but we have to check
out a therapy. I mean it was

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It's it's been a long time coming, and Chris has been pushing for this,

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to be fair, He's been the
guy that's let's go and then find

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things that get in the way.
So yeah, we're gonna do better,

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right, Chris. Yeah, well
we have a reason to do this because

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for for this one, we have
a sponsor. Uh. This week's e

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Racing Downshift is brought to you by
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Pro and hap to connect haptic hardware
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racing effects. Road tires, garsis
and more used by professional drivers such as

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Stephen Wilson, Tommy Milner and Max
Esterson. Buck Kicker can help bring your

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lap times down drive better with buck
Kicker. Visit www dot thebut kicker dot

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com for more information. Yeah,
you're right, I did that in one

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take. That was pretty good.
But that was excellent. I'm excited that

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we have a sponsor, so that's
cool. That means people are listening,

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right, Yeah, thank great,
Yeah, thank you. But yeah,

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little ego boost for me. But
you know, and shout out to Angelo.

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We got it in there. We
did all right. Well, okay,

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we've been gone for six months.
What have we been doing for six

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months? Besides developing rain? There's
been a lot going on. But but

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for me, I've been to a
couple of races. It's been awesome.

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Been back to the track, been
to uh amster more Speedway from NASCAR race,

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went to Lime Rock for the MS
race. Um, and I've missed

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going to races. Um, I
love races. I've missed going to races

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too because I'm looking at my phone
right now and I don't have a text,

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phone call, smoke signal, email, slack message, discord message teams,

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invite teams and then that never works. Yeah, okay, well let's

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see. Uh, We've been working
a ton obviously. Outside of this,

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I've played a lot of golf,
been been playing a little golf with Kevin.

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He does, he does accept my
phone call and invitation to those.

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If it's about golf, I'm always
avail um. But yeah, other than

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that, watching time fly, It's
funny when you break a year down in

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a three month increments, the years
go by really quickly and the hair goes

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grave really quickly. Yeah. What
about you, Chris, what are you

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been up to? Um? Let's
see when I'm not playing mobile pinball,

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because that's that's my time suck these
days? Is that the go to mobile

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game? Now? I just like
playing pinball. And I'm not going to

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spend five thousand dollars to put an
actual cabinet in my house because we need

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to spend that money on the air
conditioner that's been leaking on the wall.

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A tough week to have no air
conditioning. Yeah, it was. I

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was lethargic yesterday. I mean it
was Emily and I were just talking about,

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you know, those old Sears air
conditioning commercials from the nineties. Have

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I triggered any memories from anybody of
like watching Nickelodeon? No? No,

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no, not at all for yourselves? No? Oh well, anyway,

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Um, crisis solved. So but
on the Eye Racing front, obviously,

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those of you who have downloaded the
Eye Racing Companion app probably get bombarded by

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notifications for me every single week with
all sorts of stories. And then of

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course my uh my pet series,
the Eye Racing off Road Championship Series has

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been really competitive on what you You
didn't know that I'm the guy. I

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know you like dirt? Oh wow, okay, interesting to me. The

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more I like off road racing.
What can I say? Um? How

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about that the Companion app. We
haven't even talked about that. And I

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lived in Breathe Companion app for like
six months and I completely forgot to mention.

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Yeah, good job, there's a
Companion app. Now. Yeah,

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check it out on the iTunes store. Uh and uh Android Store. Yeahs

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not actually iTunes store. iTunes doesn't
exist anymore, or it's just the Apple

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Store lap store. So it's free. It's cool, lots of fun.

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You can watch your I rating go
up and down and up and down or

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keep the mind down down down.
Yeah. That's why I just recently right

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now because you can't get any lower
than zero. Yeah, but let check

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out. But I'm almost there,
so uh, check out the I Racing

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Companion app. Also check out if
you haven't been on logged in the UI

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recently. A lot of really cool
stuff in the UI, A lot of

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really cool stuff, quality of life
updates and I Racing. That's kind of

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been the name of the game recently. Uh and yeah, a hint of

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things to come. So uh,
speaking of quality of life updates, we

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got a great guest, the guy
that's at one of the at the what

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is the helm of the ship?
One of them is that my not turn

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turn correct? Yeah all right.
Executive producer I Racing Greg Hill sat down

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with Kevin and I probably reluctantly last
week. H and we had a really

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great chat on projects that are in
development. Hints of things to come and

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kind of how he got to where
he is. Really great discussion, looking

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forward to sharing it with everybody.
So without further Vice President and executive producer

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of I Racing, Greg Hill.
All Right, Kevin and I are excited

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to have our first guests in a
while on the podcast. Vice President and

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executive producer of I Racing, also
my boss, Greg Hill, made time

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to join us today. Greg,
thanks for jumping in. Welcome to the

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show. Thanks for having me,
guys. I am happy to be here

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and happy to kind of give people
a glimpse on behind the curtain on some

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things we're working on, hopefully,
and some things that have been going on

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in iRacing. All right, well, let's get into it. Let's address

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the elephant in the room. During
the Spot twenty four events, there was

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a situation that pretty much everybody's aware
of a lot of people driving with tires

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dipped off on the grass finding advantages
and lap times and things of that nature.

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We are taking that very seriously,
though we've already got some initiatives in

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place. Right. Absolutely, yes, we're taking that very seriously. Unfortunately,

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we didn't take it seriously enough leading
up to the event. I mean,

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we knew there was an issue where
people could gain an advantage, but

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we didn't know and we didn't anticipate
well enough how much it would be utilized

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on that weekend. We could have
handled that far better, We could have

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done better with messaging, and it
really was a lesson for us, an

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opportunity for us to learn how to
approach these things better. The good news

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is, I mean, we've taken
measures to make sure that this doesn't happen

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again. We've formed a team here
at I Racing who are going to really

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keep us accountable, keep everybody informed
about what's going on in the community,

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about upcoming events where things like this
might come into play, and to make

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sure our developers are doing everything they
can to get ahead of these things.

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Again unfortunate where we apologize that that
happened. The good thing it's coming out

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of it, though, is we've
got some fixes and improvements that might not

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have been made for a while were
it not for this. To start the

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fix and a patch this week,
we're going to be solving or according to

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our very intensive testing, solving the
issue where an advantage can be made by

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dipping your tires. In addition to
that, We've learned well through that thought

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process, and we all had different
ideas on how we can solve this right,

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a different approaches, physical rules based, etc. There are a lot

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of really cool ideas that didn't necessarily
get to the core of fixing the problem

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with which we did in the fix
that we're patching, but we're more like

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product enhancements. So we're working on
some product enhancements that we'll be shipping in

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our upcoming builds. With the way
essentially the tire picks up debris and how

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punitive debris is on your racing when
you go off track, or for example,

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what it feels like to physically go
off the race track versus how it

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is now in Irishing. It's too
smooth and it doesn't feel physical enough.

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So between the patch we're putting out
now and the improvements will be shipping and

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later builds will end up with a
better product. And for sure we learned

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how to do things better when it
comes to working with the community and communication.

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Yeah, and I think it's really
important for the community to know we

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take this stuff incredibly seriously. That
was a frustrating weekend for us as well

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as it was for anybody else.
But the important thing was not to do

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anything knee jerk, not to do
anything that may felt good during the moment

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but maybe not have been felt as
good on Monday, and really address the

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core issue. And with the updates
that we're putting out this patch and the

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things that we have, you know, pending in future releases that we learned

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from this, it's it's going to
make the product, not just take care

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of the exploit, but it's actually
gonna move the product forward, and that's

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really important and a nice side effect
for us doing the deep dive. Now,

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moving on from things like tire tipping, let's talk about some of the

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more fun recent develops, developments that
we've had, because we've had a lot

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of really exciting projects. You know. The one of the biggest ones that

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we've worked on the last year really
is the updated Atlanta Motor Speedway and working

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with NASCAR and the iterative process where
how that track really came to be what

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it is now. In reality,
it's been a really phenomenal couple of years

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when it comes to realizing just how
valuable this technology we've built up for the

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last twenty years is and how well
it can be applied to the real world.

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I mean, we built erasing and
our track building tech capabilities, our

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car building capabilities from the ground up
to be as real as possible, authentic

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physical simulations of the real world.
So over the years, we've built up

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technology that has just been perfectly suited
to quickly building race tracks that are realistic

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and interact with the physics of our
race cars and realistic ways. And when

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NASCAR and SMI approached us for a
number of different prototype projects, we quickly

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identified that these tools that we've been
building to make real racetracks in the real

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world using laser scans could also be
used to help prototype potential race tracks.

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We were able to take just general
ideas that we're being considered verbal ideas and

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apply those to some of our tracks, in particular Atlanta, like you mentioned

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Greg, where they just through discussion
said, you know, we're thinking of

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trying a superspeedway. We're thinking,
no, let's try thirty two degrees of

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banking, but we want to keep
the walls in the same spot. We

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pushed back a little and said,
you know, that's a lot of banking.

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Maybe we should try a little bit
less. But we tried both.

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We ultimately ended up around twenty eight
degrees and our first kind of prototype modeling,

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and this is all just based on
like verbal discussions, but we were

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able to figure out just basically how
to create that right banking profile by essentially

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the trigonometry, working our way through
the track, the existing track, and

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reverse engineering it to match their spec
once we got some feedback on how that

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drove. Because we're able to instantly
drive these tracks using of course I racing,

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so we gathered feedback from our testers
and our really skilled vpas we call

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them Vehicle production associates. They're basically
the aliens on staff that we have here,

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so we got their feedback, we
got it over to SMI. They

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incorporated that feedback into an actual,
like early CAD model of the track.

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We were able to take that CAD
model and actually directly import it into our

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tools and build our geometry onto it. So this was like a more advanced

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stage of prototyping. It's not just
verbal. Now we're actually iterating their model.

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We found some problems with that,
some bumps um, some issues that

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didn't create great racing, so we
got them feedback. The front stretch I

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don't had some issues. Turned two
had some issues so they got us another

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model and we built it again,
and it's just an iterative process. We're

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set up so well to do it
as well because we have those drivers I

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mentioned. We have the ability to
broadcast as everybody, so we can show

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our partners racing like virtual racing,
and they can see how the tracks race,

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they can adjust their plans, and
it just the process throughout the development

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of Atlanta I think was incredibly informative
to our partners and ended up factoring in

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significantly to their their final products,
which everybody saw this past month. That's

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awesome, Greg. A couple couple
of things that to add to that.

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One is that we have an article
that personally only did that you know,

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really in depth on this process.
So if anybody's interested, we probably put

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a link in the bottom of this
or wherever we can put links, right,

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Greg. And the other thing is
math. Right. You mentioned multiple

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times math in there, and the
people ask me from time to time how

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do I get involved in in the
gaming world or the stim world and math?

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You know, study math, take
math classes, not something I did.

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That's why I work on the market
side. But if you want to

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be a developer, I think that's
super important and worthy of sharing. You

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know, we do some programs with
STEM and things like that, and you

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know people you mentioned trigonometry, and
a lot of kids think that in high

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school. What they say, when
will I ever use that? Well,

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you could use it making a cool
video game or sim So just something I

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found interesting that people may not think
of when they think of all, I'm

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just going to go play a game. Absolutely, we've got I mean staff

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members with all sorts of expertise in
various areas. I mean mathematical backgrounds,

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mechanical engineering backgrounds, UM actual just
race car knowledge from the real world.

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Just this really great, diverse group
who have come together combined all of our

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knowledge to create this great product.
And it's certainly true that nowadays UM people

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are looking to get into simulation or
gaming to eventually become a developer, have

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more tools at their disposal than they've
ever had in the past. With me

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in schools dedicated to these fields,
and it's kind of a new age compared

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to I mean when I got into
the industry. Well, Atlanta is not

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the only development project that we've been
working with very closely with NASCAR we just

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watched last night. Actually from the
time that we're recording this. We had

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the the E NASCAR Coca Cola Eye
Racing Series at Chicago, and that was

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a big project for us as well. How amazing was that that was similar

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to our Atlanta project and that it
was kind of like initially a skunk works

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project that we're working on with NASCAR
in this case, and it went through

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a real iterative design process that led
to us honing in on the layout that

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you guys saw on the Cooke broadcast
last night and people will see next year

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in the real world. What was
front here is that we actually went and

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did some laser scanning before prototyping out
the layouts, and we knew the general

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neighborhood that NASCAR hoped to run this
race in together with the cooperation of Chicago.

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We knew some prospective roads that they
expect they thought might work well for

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racing, but we weren't sure.
So what we did was we sent out

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a scan crew and we overscanned.
We scanned all the roads in that area

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because we knew we'd have one shot
at it and we didn't want to miss

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a road that turned out to be
important. And I'm glad that we did

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that because we ultimately ended up with
something very different than the original proposal and

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one and basically the configuration that we
ended up with used those roads that wouldn't

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weren't planned for initially. I think
we ended up with a far more raceable

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track and we had a lot of
issues to work around once we actually had

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the data that led us to make
those decisions. It was really hard to

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know just conceptually how it would play
out until we had that data and we

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were running our testers out on the
track, getting speeds for the straightaways,

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seeing how bumpy the surfaces were,
understanding how the cars would navigate those bumps,

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or understanding if the city, with
cooperation of NASCAR would actually have to

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do some some patching of some bumpy
areas or maybe some trimming of some curbs.

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So first that first iteration, before
the smoothing, I was a very

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special experience trying to wrestle at one
of the next ten cars around where just

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you couldn't get grip. You just
said you were always losing the rear end

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because you're just bouncing everywhere. It
was. It was a wild ride for

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sure, And for one of the
bumpier parts was Lakeshore Drive, which in

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the original iteration was substantially longer than
what we ended up with, so the

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speeds were higher and it was bumpier. So I believe we solved that in

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a decent way. And really the
end product is awesome. It watching it

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last night on the Coke broadcast,
it just it looked amazing. When they

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run there in the real world next
year, it's gonna look amazing. And

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we're just so excited to have worked
on the project with NASCAR and to see

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it finally yield something in the real
world that's gonna the benefit NASCAR and motorsports

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in general. Yeah. And once
again, we've had so many development projects

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that have been working in concert with
each other. I mean, the one

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that I guess the other one that
has really been at the front of mine

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was the updated Indianapolis road Course.
There's an opportunity really to talk about to

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talk about how exciting is for that
community that's been begging for it, but

250
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also maybe to explain, you know, what's coming down the pipe regarding regarding

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that track, right, Yeah,
well, um, Indianapolis getting that out

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in time for this year's running,
the kind of the doubleheader IndyCar and NASCAR

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were there last weekend was something we
wanted to do, but we didn't have

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the the staffing available to really jump
on it until Atlanta was shipped. And

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as you guys know, Atlanta was
shipped recently, and that's a tall order

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to turn around Indianapolis, and basically
we had a month to do so.

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But we we took some strategic approaches
that basically gave us the opportunity. We

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put all four of our track builders
on it, modeling small sections and using

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our track tools, we were able
to cobble those pieces together into one larger,

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comprehensive track model. We selectively upgraded
some of the artwork at the track

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for the scenery. We entirely upgraded
the drivable surfaces and the catch fencing,

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things like that, and we were
able to pull it off. We shipped

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the road course in that build.
We really had to focus on that and

264
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from here on out we're going to
focus on completing the remaining configs and for

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sure shipt the oval in September.
Excellent. Well, let's talk a little

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bit about some upcoming features. I
would not be able to live down Twitter

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or the forums if I did not
ask you about rain. They would not

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let me sleep, So I've got
to ask where we at, Well,

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how's how are things going in the
waterworks at I Racing, Well, Rain

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rain is quite the project. It's
a whole team initiative. Really. It

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touches on every area of the product
that you can imagine. Our our dynamic

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track engineers are artists, our vehicle
dynamics engineers, the tire physics are visual

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effects artists, our web engineers who
need to develop the interfaces. So really

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it's all hands on deck. We've
all been working at this for the last

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couple of years. That said,
of course, we're balancing that with other

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projects, but we've made a ton
of progress since we last spoke about this,

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oh about a year ago, and
we're getting really close to having something

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great. That said, there's more
work that needs to be done to get

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it up to our standards. I
mean, oftentimes it's it's said at irasing

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that we can fall victim to over
engineering our features, and that's true certainly

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to a degree perhaps with our rain, but we want to make sure that

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we do it right and that it's
the best rain in leamentation and meets members

283
00:23:00.720 --> 00:23:08.920
expectations, customers expectations, and really
that it's a phenomenal experience that it adds,

284
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it's to the racing experience of our
customers and creates a new element,

285
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of course that we wouldn't deal with
in the past, new strategies, and

286
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it's gonna be phenomenal. So keep
keep stay tuned, stay tuned. For

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00:23:26.680 --> 00:23:33.319
sure, we'll have more updates soon
and it's gonna be awesome. Pashtags,

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I'm sorry. So to clarify,
we're not just grabbing the old grip slider

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00:23:37.079 --> 00:23:40.720
and pulling it down when it rains. No, no, it's not like

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No, for sure, that would
have gotten it out the door quite quickly

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grip times like point five. But
we're physically modeling so much that goes on

292
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in the real world with the weather, the atmosphere, how rain actually is

293
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created, did the mix of humidity
and atmospherics that are required, the location

294
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of the track, the altitude of
the track, the historical data that kind

295
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of sets precedence for how weather works
in those regions. Additionally, how the

296
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race cars handle the wet track,
the various levels of wetness, the tire

297
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tread, and how the tire kind
of deals with water and expels water through

298
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its channels, how the racetrack itself
changes significantly based on whether it's dry or

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whether it's wet. I won't dive
too much into detail on that. Some

300
00:24:42.279 --> 00:24:45.839
special sauce we're still working on,
but for sure, in the real world,

301
00:24:45.880 --> 00:24:49.000
if you go to a race track
in the dry, you're not going

302
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to be able to approach it the
same way as in the wet, So

303
00:24:52.799 --> 00:24:57.319
get ready for that. Well,
nice nice segue speaking of approaching things in

304
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the same way. A new feature
that we're planning for release in September,

305
00:25:03.200 --> 00:25:07.200
hopefully I didn't just jinx it,
but active reset. This was kind of

306
00:25:07.200 --> 00:25:11.079
your brain child, I believe,
and that really Uh, we'll let you

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00:25:11.119 --> 00:25:17.279
introduce what exactly does that do?
Yeah, well you could say that as

308
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my brain child. I thought it
was a cool, original idea. But

309
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when I proposed it, I brought
it up to this engineer, Grant,

310
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who's one of our key guys,
and he's like, oh, yeah,

311
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I designed that in nineteen ninety as
a mod for I Forget Grand Free Legends

312
00:25:29.880 --> 00:25:33.599
or something. And then I when
we announced it in a podcast the other

313
00:25:33.640 --> 00:25:34.680
week, a bunch of our members
were like, oh, yeah, I've

314
00:25:34.720 --> 00:25:41.039
wanted that forever. So regardless,
it's gonna be cool. Grant voice.

315
00:25:41.079 --> 00:25:45.240
Did you just do Grant Kiwi in
there? I think was there? It

316
00:25:45.319 --> 00:25:49.960
was great? Yeah, yeah,
Grants from Nick? Sure day job there,

317
00:25:51.000 --> 00:25:52.359
Greg. So I don't know if
you're going to do a voiceovers for

318
00:25:52.480 --> 00:25:59.000
anybody. Some of us have been
known to try Grant voices, that's for

319
00:25:59.079 --> 00:26:06.839
sure. So what active Reset is
essentially is it is a system that will,

320
00:26:07.039 --> 00:26:12.400
in testing mode, allow our racers
our drivers to capture a moment in

321
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time and continue along down the track
as they might have otherwise, and then

322
00:26:21.279 --> 00:26:25.079
hit another button that will return them
to that exact moment of time, with

323
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all the state of their race car
in the world around them being the same.

324
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Now, you might ask why would
they want to do that, Well,

325
00:26:30.480 --> 00:26:37.720
there's a number of reasons, but
one of the biggest reasons is learning.

326
00:26:37.839 --> 00:26:41.359
I mean, to learn a race
track is really hard and not all

327
00:26:41.359 --> 00:26:48.440
of us have infinite time. So
this feature will give people the opportunity to

328
00:26:48.799 --> 00:26:53.640
practice sections of race tracks over and
over again. Imagine you're at the Nurburging

329
00:26:53.720 --> 00:26:57.759
Norche Life for example, do you
really want to put in a seven minute

330
00:26:57.799 --> 00:27:02.880
lap when you might only have a
half hour to spare for I racing on

331
00:27:03.200 --> 00:27:08.200
a given evening to learn one particular
section that you have trouble with. So

332
00:27:08.240 --> 00:27:14.240
this will be a great tool for
people to improve. You could practice different

333
00:27:14.240 --> 00:27:17.599
things like getting off onto pit road, getting off of pit road. It

334
00:27:17.640 --> 00:27:22.599
doesn't even have to be sections of
the racetrack or even the purposes that we're

335
00:27:22.640 --> 00:27:26.400
thinking of. I'm sure people will
come up with purposes and uses on their

336
00:27:26.400 --> 00:27:29.720
own. We figured out how to
use it as an internal tool already,

337
00:27:30.920 --> 00:27:34.079
especially with all the iterative stuff that
we've been working on. It came to

338
00:27:34.160 --> 00:27:38.079
light for us internally at just the
right time. Yeah, that was really

339
00:27:38.119 --> 00:27:41.480
smart, and it's saved some time
on the production end, and well that

340
00:27:41.559 --> 00:27:51.599
will result in faster delivery to all
our drivers and customers. We are building

341
00:27:51.640 --> 00:27:56.880
this feature not only to be what
I described, but also to be the

342
00:27:56.920 --> 00:28:02.359
foundation for a much larger offering.
Um. I'm not going to dive too

343
00:28:02.440 --> 00:28:06.119
much in detail on what that might
be, but I think people can connect

344
00:28:06.119 --> 00:28:10.799
the dots on some ways we might
some directions we might go with, um,

345
00:28:11.759 --> 00:28:19.440
experiences that can be played over and
over again, and situations we might

346
00:28:19.480 --> 00:28:26.200
put people through for both learning and
entertainment. Well, Twitter is going to

347
00:28:26.240 --> 00:28:30.119
be fun after this, Yeah,
that's a pretty good tease though. I

348
00:28:30.160 --> 00:28:33.160
like it. Yeah, that was
that was great. But all right,

349
00:28:33.240 --> 00:28:34.839
let's move on a little bit.
Now, this is a this is where

350
00:28:34.880 --> 00:28:37.920
we do the like the Diane Sawyer
in Deep you know, see if we

351
00:28:37.960 --> 00:28:41.160
can make you cry. No,
I'm kidding. Uh, Let's talk about

352
00:28:41.200 --> 00:28:45.400
your story. You know, you
and Steve Myers have a really interesting story.

353
00:28:45.559 --> 00:28:52.440
How you got involved with with was
was before I racing, even with

354
00:28:52.480 --> 00:28:59.079
Papyrus and whatnot. And you know, you guys started absolutely lowest possible level

355
00:29:00.200 --> 00:29:04.279
and worked your ways up into being
you know, a tandem that is really

356
00:29:04.880 --> 00:29:08.839
driven what eye Racing is today in
conjunction with some other people as well.

357
00:29:10.480 --> 00:29:14.079
Um, but it's a it's an
excellent story of seeing you know, how

358
00:29:14.119 --> 00:29:18.079
somebody can you know, your career
and how you've developed is pretty cool.

359
00:29:18.319 --> 00:29:19.680
So let's let's talk through this and
just kind of roll with you know,

360
00:29:19.759 --> 00:29:25.920
how how did you get started in
this crazy career years? Oh yeah,

361
00:29:26.039 --> 00:29:30.119
sure, Um, there's a lot
to unpack there, but I'll try to

362
00:29:30.640 --> 00:29:34.319
try to do it justice. And
it was for sure, um, not

363
00:29:34.359 --> 00:29:41.039
just myself, but a lot of
people were on this path that really helps

364
00:29:41.119 --> 00:29:45.759
with my growth and the trajectory I
took. But really um. From the

365
00:29:45.759 --> 00:29:49.440
time I was a kid, I
was a kind of lifelong gamer and simulation

366
00:29:49.519 --> 00:29:56.400
fan. Um and I I mean
I grew up um like idolizing, you

367
00:29:56.400 --> 00:30:00.559
know, the big back in that
era that we're like game designers that were

368
00:30:00.599 --> 00:30:08.559
like celebrities like Miyamoto and John Carmack
and all those guys. So I grew

369
00:30:08.640 --> 00:30:14.319
up wanting to become a game developer. I was super into gaming. I

370
00:30:15.200 --> 00:30:19.279
played tons of games growing up,
of all types. I was into racing

371
00:30:19.319 --> 00:30:26.839
games, shooters, some less serious
games, some more serious games. I

372
00:30:26.920 --> 00:30:30.799
was like, I don't know if
you guys remember Hard Driving, the old

373
00:30:30.960 --> 00:30:36.240
arcade game. I played the heck
out of that. M Jaguar x J

374
00:30:36.440 --> 00:30:40.319
two twenty was one of my favorites
growing up, all the way through to

375
00:30:40.400 --> 00:30:45.200
the more kind of like Arcady Ridge
Racer. On the more simulation side,

376
00:30:45.240 --> 00:30:48.920
I was a big fan of like
F one seventeen a Stealth Fighter if you

377
00:30:48.960 --> 00:30:56.240
guys remember that, and the Jane's
combat simulations. Yeah, just all all

378
00:30:56.319 --> 00:31:00.359
kinds of gaming simulation. It was
a geek for growing up, and I

379
00:31:00.400 --> 00:31:06.279
was lucky my parents gave me the
support and the they got me the mac.

380
00:31:06.400 --> 00:31:10.759
They got me the SEGA. It's
let me follow that those passions.

381
00:31:11.400 --> 00:31:18.799
UM. When I got into college, UM, I was really into competitive

382
00:31:18.920 --> 00:31:23.880
online gaming. That's the late nineties
where that kind of scene was really starting

383
00:31:23.920 --> 00:31:32.359
to blossom with shooters in particular,
UM, at least when it comes to

384
00:31:32.400 --> 00:31:38.240
like team competition, and there were
like essentially it was the To me,

385
00:31:38.279 --> 00:31:45.440
it felt like the foundation of esports
and in many ways with the beginning of

386
00:31:45.480 --> 00:31:51.079
the trajectory for where we are today
with esports like competition systems, UM,

387
00:31:51.920 --> 00:31:57.160
ranking systems, UM basically rules to
keep people accountable. UM. So I

388
00:31:57.240 --> 00:32:01.799
was involved a lot in that.
During that time. I was a computer

389
00:32:01.880 --> 00:32:08.880
science major at BU Boston University,
and I also worked at electronics boutique in

390
00:32:10.160 --> 00:32:14.440
the Watertown mall at the time.
It was one of those in every mall

391
00:32:14.480 --> 00:32:16.559
across America back in the day.
Right for sure, spent a lot of

392
00:32:16.559 --> 00:32:22.880
time in those but in this capacity
I was stocking shelves. But it was

393
00:32:22.920 --> 00:32:30.160
a great, really stroke of luck
that this location was kind of the hub

394
00:32:30.279 --> 00:32:37.279
for employees of Looking Glass Studios.
If anybody remembers them, they made the

395
00:32:37.279 --> 00:32:44.279
Thief games and dou Sax and Impressions
games and this company called Papyrus Racing Games.

396
00:32:44.960 --> 00:32:49.880
Those folks all bought their games at
this EB Games, and I was

397
00:32:49.960 --> 00:32:53.240
kind of like the PC gaming guy
at EB Games, and I became friendly

398
00:32:53.279 --> 00:32:58.160
with, I mean some folks at
each of these studios, and I managed

399
00:32:58.200 --> 00:33:02.799
to talk my way into a job
doing QA at Papyrus. It's just a

400
00:33:02.880 --> 00:33:09.240
kid, basically, um, but
I was fortunate and I got the opportunity

401
00:33:09.359 --> 00:33:16.119
basically like an internship, and spent
the summer finding bugs, reporting issues,

402
00:33:17.440 --> 00:33:23.920
passed, pestering people with things I
found. I know how that feels.

403
00:33:24.480 --> 00:33:30.319
Yeah. I was really fortunate though, because I think maybe more than I

404
00:33:30.359 --> 00:33:38.079
should have. I really tried to
understand game development, and I bugged programmers,

405
00:33:38.079 --> 00:33:44.039
I bugged artists, I bugged the
production folks, and really tried to

406
00:33:44.119 --> 00:33:52.160
understand how they do what they do, just beyond QA. And that led

407
00:33:52.200 --> 00:33:55.960
to future opportunities for sure. The
next summer, after another semester or a

408
00:33:55.960 --> 00:34:01.200
couple of semesters of college, I
came back, tinued pestering people, learning

409
00:34:01.279 --> 00:34:06.920
more and more until I was able
to convince them to bring me on full

410
00:34:06.960 --> 00:34:14.000
time, which thank goodness, they
did, so I kind of from there,

411
00:34:15.480 --> 00:34:22.159
taking some opportunities fighting for some opportunities
finding my way to to do different

412
00:34:22.159 --> 00:34:25.599
things kind of outside the scope of
QA. I learned how to like make

413
00:34:25.679 --> 00:34:31.480
race tracks with my computer science background. I mean, I'm not a coder.

414
00:34:32.280 --> 00:34:36.440
I didn't really think I'd end up
being a coder, but it gave

415
00:34:36.480 --> 00:34:40.400
me a good foundation to talk with
those folks for sure, and I had

416
00:34:40.440 --> 00:34:47.840
some really good guidance from mentors when
it comes to design and how to design

417
00:34:47.880 --> 00:34:55.000
a game system or how to document
how a technical document essentially. So really,

418
00:34:55.000 --> 00:34:59.760
I had the support of a lot
of awesome folks throughout that process.

419
00:35:00.400 --> 00:35:06.559
UM. For we mentioned Steve so
Steve is one of my most longest term

420
00:35:06.760 --> 00:35:12.280
UH associates. We go all almost
all the way back. He also joined

421
00:35:12.760 --> 00:35:20.280
Papyrus as a QA tester and he
also, like myself UH pushed to constantly

422
00:35:20.320 --> 00:35:25.159
try to learn new skills and take
on new things. And between the two

423
00:35:25.159 --> 00:35:30.880
of us and some other folks,
for sure, UM really QA became the

424
00:35:30.920 --> 00:35:37.159
farm team for for future developers and
UM, which is awesome. That's how

425
00:35:37.199 --> 00:35:42.360
a lot of people kind of become
developers historically, and now we're seeing it

426
00:35:42.400 --> 00:35:49.440
even at I Racing. UM We're
we've got a super talented crew of QA

427
00:35:49.440 --> 00:35:53.199
folk and um some of them have
have started to actually become many developers,

428
00:35:53.760 --> 00:35:59.039
uh and full well full on developers, which has been amazing and rewarding to

429
00:35:59.079 --> 00:36:02.519
see. You have to have a
good QA Steve Meyer's story. You know,

430
00:36:02.599 --> 00:36:08.599
everybody knows Steve is his Twitter personality
and you know the big personality that

431
00:36:08.639 --> 00:36:13.880
he has. You gotta have a
good one, oh for sure. Steve

432
00:36:13.960 --> 00:36:19.000
and I are co workers, collaborators, We've we've been in this together since

433
00:36:19.039 --> 00:36:24.679
almost the beginning. We've been through
thick and thin, hard times and good

434
00:36:24.719 --> 00:36:30.840
times throughout Gosh, how long has
it been? Uh, I'm I think

435
00:36:30.880 --> 00:36:34.559
I'm really old now that I think
about this. It's like working with Steve

436
00:36:34.639 --> 00:36:39.000
Mayers will do that to you.
Yeah, that's certainly true. I think

437
00:36:39.320 --> 00:36:47.079
late nineties. So Steve also joined
Papyrus like I did as UM a QA

438
00:36:47.159 --> 00:36:53.000
tester m. But he was also
kind of aggressive, like I was trying

439
00:36:53.000 --> 00:37:00.559
to fight for opportunities to try more
things, and we're both lucky the company

440
00:37:00.679 --> 00:37:06.559
was up for it gave us those
opportunities. I remember one of his first

441
00:37:06.599 --> 00:37:13.480
really big kind of production projects that
wasn't QA but was actually development, was

442
00:37:13.639 --> 00:37:24.159
the design and implementation of driving lessons
or track tutorials for NASCAR Racing two thousand

443
00:37:24.159 --> 00:37:31.559
and two. We built this really
awesome in sim in game tutorial editor,

444
00:37:34.679 --> 00:37:42.159
and Steve was tasked with basically creating
the guides. So we were fortunate enough

445
00:37:42.199 --> 00:37:49.559
to get the participation of Daryl Waltrip
and get a basically Daryl to read our

446
00:37:49.599 --> 00:37:53.320
scripts and provide us with the material
for those, and Steve's job was to

447
00:37:53.360 --> 00:37:59.000
cut up all those clips into those
lessons. Now, we had a lot

448
00:37:59.039 --> 00:38:07.199
of racetracks and that added up to
a lot of dialogue. So Steve spent

449
00:38:07.440 --> 00:38:12.880
just days weeks months cutting that up, listening to Darryl every day, all

450
00:38:12.960 --> 00:38:17.480
day. And Daryl was awesome.
We were lucky to have him, but

451
00:38:17.639 --> 00:38:23.920
Steve, hearing anybody's singular voice all
day, every day for weeks at a

452
00:38:23.960 --> 00:38:29.039
time can kind of kind of drive
one mad. And I think it kind

453
00:38:29.079 --> 00:38:31.360
of drove Steve a little mad.
He got a little loopy towards the end

454
00:38:31.400 --> 00:38:37.119
there, um, but he persevered
and those were really cool. Cool A

455
00:38:37.119 --> 00:38:43.320
Southern draw after that, note Steve, and the Southern draw scares that is

456
00:38:43.360 --> 00:38:51.159
frightening. Um geez. Another one, I think it was NASCAR two thousand

457
00:38:51.760 --> 00:38:58.639
jeez, I'm losing track of time. But the Patriots were in the playoffs

458
00:38:58.719 --> 00:39:02.960
the Snowball game. It also came
at a time when we were in basically

459
00:39:04.079 --> 00:39:09.280
crunch towards the completion of one of
our box titles, because back then we

460
00:39:09.320 --> 00:39:15.119
worked on box titles. Every year
we'd push out a basically a version of

461
00:39:15.119 --> 00:39:22.440
software. And well, we were
all Patriots fans, and the QA manager

462
00:39:22.559 --> 00:39:24.920
wanted us to well, this is
a little rebellious what I'm staying saying here.

463
00:39:25.079 --> 00:39:29.559
The QA manager wanted us to late
at night on a snowy day to

464
00:39:30.039 --> 00:39:35.000
be doing smoke tests. But the
freaking Patriots were playing in the Raiders in

465
00:39:35.079 --> 00:39:38.440
the snow Bowl game. And well, Steve said, hell no, We're

466
00:39:38.440 --> 00:39:46.760
gonna watch the Snowball game. So
he got our whole crew basically the leverage

467
00:39:47.079 --> 00:39:52.840
or the the ability to go watch
that game instead of loading up track after

468
00:39:52.840 --> 00:39:58.639
track after track for four hours until
we fall asleep under our desks. It's

469
00:39:58.639 --> 00:40:00.280
pretty awesome. We're gonna happen.
Let the rest of the staff here,

470
00:40:00.280 --> 00:40:02.840
there's yeah, they're going to rebel
against you and Steve now and be like,

471
00:40:04.079 --> 00:40:08.639
we're not going to test out that
edit this out, please but yeah,

472
00:40:08.679 --> 00:40:13.960
that was that was crazy. UM. Now I mentioned that crunch,

473
00:40:14.239 --> 00:40:19.960
Um that was a different era,
so well, maybe not for gaming in

474
00:40:20.320 --> 00:40:23.840
general, but for us for sure. Back then we used to exist as

475
00:40:23.920 --> 00:40:30.719
everybody knows, box product to box
product, UM NASCAR three, NASCAR four,

476
00:40:30.800 --> 00:40:31.960
NASCAR two thousand two, NASCAR two
thousand and three, et cetera,

477
00:40:32.360 --> 00:40:39.719
UM call Nascar legends. And it
was rough because we were owned by a

478
00:40:39.840 --> 00:40:46.000
publisher, UH, and that publisher, Opera ran Papyrus essentially like you read

479
00:40:46.039 --> 00:40:52.519
about many publishers run game developers,
game development studios these days. They staff

480
00:40:52.599 --> 00:41:00.199
them up in pre production, they
work everybody hard, um too hard um,

481
00:41:00.199 --> 00:41:05.599
and then the game drops and they
they fire a great number of them.

482
00:41:05.920 --> 00:41:10.239
And unfortunately that was actually kind of
the last several years of Pyrus were

483
00:41:10.280 --> 00:41:15.519
like that. We would work on
these these new products, We come up

484
00:41:15.559 --> 00:41:20.559
with the designs, we do the
pre production build up, the staff work

485
00:41:20.679 --> 00:41:25.880
like crazy, and then ship it
and then bam, the shoe would drop

486
00:41:25.920 --> 00:41:30.400
and we'd lose a whole bunch of
our fellow developers, our friends. And

487
00:41:30.440 --> 00:41:37.079
it was hard and it was demoralizing
at times to try to like make good

488
00:41:37.119 --> 00:41:40.880
product while navigating that. UM.
I mean, we persevered. Steve and

489
00:41:40.920 --> 00:41:49.079
I managed to nimbly dodge a number
of these layoffs. Many of our friends

490
00:41:49.159 --> 00:41:54.400
didn't. But it was really that
experience when we formed I Racing and after

491
00:41:54.480 --> 00:41:59.320
Papyrus had been shut down, it
was really important to us and to Dave

492
00:41:59.360 --> 00:42:05.280
and to to all of us to
create a sustainable culture where we didn't run

493
00:42:05.320 --> 00:42:10.960
iRacing like that like the publishers ran
some other game studios. So I don't

494
00:42:12.000 --> 00:42:16.199
we work super hard at iRacing.
We're I mean, we're always pushing UM,

495
00:42:16.440 --> 00:42:20.480
but we've what we've built. We
knew it had to be sustainable because

496
00:42:20.639 --> 00:42:23.360
the iRacing product, as we all
know, is sustainable, and it's something

497
00:42:23.400 --> 00:42:29.440
that's um needs to be worked on
by people that really care and who are

498
00:42:29.480 --> 00:42:34.159
passionate about it. So hopefully we've
built a good culture here. I think

499
00:42:34.199 --> 00:42:37.960
we have UM, but certainly part
of that was informed by previous experience in

500
00:42:38.000 --> 00:42:42.320
the in the industry. Now,
I'm not just saying this because you're here,

501
00:42:42.320 --> 00:42:44.480
but iyan, I can I feel
like I speak for a lot of

502
00:42:44.519 --> 00:42:47.000
people. The cultured at I Racing
is fantastic. It is interesting, especially

503
00:42:47.000 --> 00:42:53.239
coming from my background where people relentlessly
pursued excellence on a daily basis, and

504
00:42:53.320 --> 00:42:59.239
I was given some mentorship as I
transition from an athletic life into a professional

505
00:42:59.280 --> 00:43:02.000
life that that won't always be the
case. And you come in eye Racing

506
00:43:02.320 --> 00:43:07.119
and for the most part it is. And that makes life a little bit

507
00:43:07.159 --> 00:43:12.280
easier because everybody here really cares.
This is not just a job to people.

508
00:43:12.480 --> 00:43:16.880
Everybody owns what they're working on,
and so it's really cool to see.

509
00:43:19.000 --> 00:43:23.920
So you moved out of QA,
You've started to grab some other responsibilities

510
00:43:24.039 --> 00:43:29.760
or skills I should say, not
as a responsibilities. And right about this

511
00:43:29.880 --> 00:43:34.239
you're talking about this is about the
time, you know, Papyrus was shutting

512
00:43:34.280 --> 00:43:37.199
down and eye Racing was opening up. So what did that look like from

513
00:43:37.199 --> 00:43:45.360
your lens? Well at that point, I Well, the thing is with

514
00:43:45.199 --> 00:43:51.119
iRacing, the foundation of I Racing
was with John and Dave's backing, we

515
00:43:51.119 --> 00:43:57.320
were able to successfully purchase the source
code for the basically GPL NASCAR racing codebase,

516
00:43:57.760 --> 00:44:00.119
so we already knew that some of
the skills that we've been building up

517
00:44:00.400 --> 00:44:07.159
over the years that papirrates would be
applicable. So one of my first tasks

518
00:44:07.400 --> 00:44:14.599
was to essentially build up in art
department together with some really talented actually moters

519
00:44:14.639 --> 00:44:21.239
that we hired, these Project Wildfire
guys who were matters of our product because

520
00:44:21.239 --> 00:44:23.960
of actually a decision Steve made to
release and it turned out to be a

521
00:44:24.000 --> 00:44:30.679
great decision to release our sandbox tool, which is our track building tool,

522
00:44:30.559 --> 00:44:35.360
to the community, and through that
we learned of some really talented artists and

523
00:44:35.400 --> 00:44:39.719
matters who we later hired, so
together with them kind of formed the initial

524
00:44:40.639 --> 00:44:46.760
art department and how we would make
tracks and laser scanning and things like that

525
00:44:46.800 --> 00:44:51.960
flowed from that. A lot of
what I did also in the year early

526
00:44:52.079 --> 00:44:58.840
years was building on some of the
design stuff that I picked up at Papyrus

527
00:44:58.880 --> 00:45:05.679
and actually working with Dave to build
out and John and Steve whole bunch of

528
00:45:05.760 --> 00:45:10.360
us. But in terms of documentation, I took on basically documenting what is

529
00:45:10.400 --> 00:45:15.159
iRacing, how does iRacing work,
what do the interfaces look like, how

530
00:45:15.199 --> 00:45:19.920
does the user interact with them?
I guess if we were to talk about

531
00:45:19.920 --> 00:45:23.960
it in today's terms, it kind
of be user experience and systems designed,

532
00:45:25.840 --> 00:45:31.599
and in some shape or fashion that
turned out turned into what became the member

533
00:45:31.679 --> 00:45:42.159
site and really the foundation of how
iRacing works with competition and how people find

534
00:45:42.239 --> 00:45:50.280
races and all of that, so
balancing that with art, which is one

535
00:45:50.280 --> 00:45:58.800
of my passions, and production still
involved with that. I mean, those

536
00:45:58.840 --> 00:46:04.960
were the first few years. Really
I've always been involved with or try to

537
00:46:05.000 --> 00:46:09.599
stay involved with our programmers and working
with them to make sure that. I

538
00:46:09.639 --> 00:46:14.400
meant, tons of these projects that
we work on with coders like are overlapping,

539
00:46:14.480 --> 00:46:20.639
like production and coders need to collaborate
together. So I certainly evolved myself

540
00:46:20.679 --> 00:46:24.199
a lot and that making sure that
our production team had the support from the

541
00:46:24.239 --> 00:46:29.440
coders and the couders understood what the
production team needed also in terms of features,

542
00:46:30.880 --> 00:46:35.199
so I kind of put myself in
the middle of various departments and making

543
00:46:35.239 --> 00:46:38.360
sure that everybody has what they need
to be successful and planning and all of

544
00:46:38.360 --> 00:46:43.599
that. Of course, there's a
lot more to it than that, a

545
00:46:43.639 --> 00:46:47.000
lot of people involved in that,
but just touching on my experiences, that's

546
00:46:47.000 --> 00:46:52.800
where I spent a lot of time. And then I guess I've fast forward,

547
00:46:52.360 --> 00:46:59.320
you know you have now and most
recently got the big promotion executive producer

548
00:46:59.719 --> 00:47:05.079
of I Racing. I mean that's
got a I mean, looking back over

549
00:47:05.119 --> 00:47:07.960
the last you know what twenty five
years. Like I said at the beginning

550
00:47:07.960 --> 00:47:10.280
of this, even before we went
on the air, that is it's a

551
00:47:10.320 --> 00:47:15.199
really cool story about how you know, doing things the hard way and doing

552
00:47:15.239 --> 00:47:20.079
things the right way and can pay
dividends. Oh yeah, for sure.

553
00:47:20.239 --> 00:47:24.519
Um, it was a hard road. I'm it is super It's fulfilling to

554
00:47:24.719 --> 00:47:30.519
be working at this company in any
capacity and what we're working on is just

555
00:47:30.559 --> 00:47:36.239
so special. But yeah, I'm
lucky to be contributing in the role I

556
00:47:36.280 --> 00:47:44.039
am contributing in and surrounded by such
talented people, smart people, I mean

557
00:47:44.159 --> 00:47:51.000
smart, artistically brilliant people. It's
just awesome. And to be able to

558
00:47:51.039 --> 00:47:54.519
see from the the role I'm in, I get to kind of see a

559
00:47:54.519 --> 00:48:00.440
little bit of all of that,
which is really cool because every day there's

560
00:48:00.440 --> 00:48:06.559
a new challenge that people are working
on, and every day is fresh,

561
00:48:06.679 --> 00:48:09.119
So it's it's awesome. Like I
guess, as you said, Greg,

562
00:48:10.840 --> 00:48:15.639
I mean, it's kind of been
a journey and kind of something I hope

563
00:48:15.639 --> 00:48:21.239
to always do and hoping to continue
doing as long as I do a great

564
00:48:21.320 --> 00:48:24.599
job and keep things going in the
right direction. Well, I'd say things

565
00:48:24.599 --> 00:48:28.280
have been going pretty well. But
thank you for making the time for us

566
00:48:28.280 --> 00:48:30.920
today. This has been fantastic to
sit down and hear about your journey through

567
00:48:30.960 --> 00:48:35.280
the industry and through you know,
Papyrus and I racing and giving us a

568
00:48:35.280 --> 00:48:37.440
glimpse behind the curtain as well.
It's been an absolute privilege and a pleasure.

569
00:48:39.239 --> 00:48:42.000
I think we have a patch we
have to get ready for now,

570
00:48:42.039 --> 00:48:45.599
though, don't we. That's certainly
true. Yeah, we have some laughs

571
00:48:45.639 --> 00:48:50.360
to turn or well, we've got
our experts hard at work turning those laps.

572
00:48:50.360 --> 00:48:53.519
But let's hear what they say and
get that patch out, all right.

573
00:48:53.800 --> 00:48:58.679
One last question, Greg, will
you come back on the show sometime?

574
00:48:59.199 --> 00:49:00.960
I think I have a in your
grace period, don't I. I'll

575
00:49:01.000 --> 00:49:07.119
give you a couple months. I'll
check your contract. Yeah, well we'll

576
00:49:07.199 --> 00:49:13.679
check it out. Happy to happy
to join you guys. There's any number

577
00:49:13.719 --> 00:49:16.719
of other subjects we can touch on
that would be cool to just kind of

578
00:49:16.760 --> 00:49:22.599
jam on and explore. And it's
really cool what we do. There's always

579
00:49:22.639 --> 00:49:28.679
lots to talk about, and there's
never any lack of new things that are

580
00:49:28.760 --> 00:49:31.519
interesting to go over as well.
Actually, I do have one last question.

581
00:49:31.559 --> 00:49:38.280
Why does Steve Myers call you the
Hammer? Okay? Well, um,

582
00:49:38.719 --> 00:49:45.280
yeah, I guess so sim racing
wise throughout the years, I've never

583
00:49:45.320 --> 00:49:49.320
been the fastest by any means.
I mean, I think Steve can run

584
00:49:49.400 --> 00:49:52.800
laps around me on the virtual race
track. But we did a number of

585
00:49:52.880 --> 00:50:00.119
years ago have a company outing track
experienced day at Thompson Speedway and uh,

586
00:50:00.239 --> 00:50:08.199
we're all late models, I think
are retired cup cars, um, and

587
00:50:08.519 --> 00:50:13.760
we all went out on the track
and I just found it to be something

588
00:50:13.800 --> 00:50:15.599
that was I don't know, it
just gelled with me. And I was

589
00:50:16.519 --> 00:50:22.320
turning laps around Steve whereas a kind
of turning tables. Uh, he was

590
00:50:22.360 --> 00:50:25.039
wondering, who's this guy who's blasting
past me lap after a lap and we

591
00:50:25.119 --> 00:50:29.239
got off the car, out of
the cars and he's like, what that

592
00:50:29.280 --> 00:50:31.440
doesn't make any sense. It's Greg. But so he gave me the nickname

593
00:50:31.519 --> 00:50:38.320
the Hammer because I guess my foot
was hammering down that gas pedal. All

594
00:50:38.400 --> 00:50:44.639
right, everybody, Uh once again
Greg Hill, executive vice president or vice

595
00:50:44.639 --> 00:50:49.480
president Hammer Hill? They Hammer Hill. Yes, Steve. On the business

596
00:50:49.519 --> 00:50:52.800
card, I had the longest job
title for a while. I think you're

597
00:50:52.840 --> 00:50:55.239
your your business cards the longest one. Now it's got all all of the

598
00:50:55.239 --> 00:51:00.840
titles on it. But executive vice
president I Racing. Um, thanks again

599
00:51:00.039 --> 00:51:02.960
for making the time and uh yeah, let's go put a patch out and

600
00:51:04.000 --> 00:51:07.039
make things better. All right,
let's do it all right, back to

601
00:51:07.079 --> 00:51:12.559
the show. We'll always great to
have a guest on the show, even

602
00:51:12.599 --> 00:51:16.159
better when it's somebody like Greg Hill, who is just an absolute treasure trove

603
00:51:16.199 --> 00:51:21.559
of knowledge, institutional memory, all
of the things that makes I Racing,

604
00:51:21.639 --> 00:51:23.719
you know what it is. And
he's an inchcol cog and this big machine

605
00:51:23.800 --> 00:51:29.800
that is I Racing so looking forward
to. So we could have talked to

606
00:51:29.880 --> 00:51:32.559
him for hours, but he only
had so many hours to share with us.

607
00:51:32.559 --> 00:51:36.960
But I think we'll definitely have him
on again. He agreed to that,

608
00:51:37.159 --> 00:51:40.639
and ish right, maybe not the
next one, but he'll be on

609
00:51:40.679 --> 00:51:44.119
again. And and you know,
the three of us have kind of looked

610
00:51:44.159 --> 00:51:49.360
at the numbers on the podcast and
it is clear our listeners like to hear

611
00:51:49.400 --> 00:51:52.920
from from guests, and in particular
EYE Racing guests, that we're going to

612
00:51:52.000 --> 00:51:58.280
do our best to have somebody interesting
on every one of these episodes. Nobody

613
00:51:58.320 --> 00:52:00.880
do announced yet, but we're working
on from good names and there's tons of

614
00:52:00.920 --> 00:52:05.920
interesting people here at EYE Racing,
So um it doesn't matter what department.

615
00:52:06.280 --> 00:52:08.679
People have cool backgrounds, how they
got into this, what they do here

616
00:52:08.679 --> 00:52:13.719
at Eye Racing, it's all pretty
unique, and so look forward to that

617
00:52:13.760 --> 00:52:16.280
in the upcoming episode. Yeah,
no doubt. Um, it's gonna be

618
00:52:16.360 --> 00:52:20.679
a lot of fun to hear from
all these different guests moving forward. I

619
00:52:20.719 --> 00:52:23.719
will also say, if you're listening
to this on release day I Racing off

620
00:52:23.800 --> 00:52:27.920
Road Championship Series, they let me
put the plug in the finales at Crandon

621
00:52:27.960 --> 00:52:30.320
to night. If you're listening after
release day, it's in the YouTube playlist

622
00:52:30.519 --> 00:52:37.719
anyway, don't forget to rate,
subscribe, it's not nice. It's gonna

623
00:52:37.760 --> 00:52:40.920
be a cret race. It's some
of the most exciting racing we have on

624
00:52:42.000 --> 00:52:45.199
Eye Racing. Well, we're gonna
bang in if flying through the air,

625
00:52:45.480 --> 00:52:47.559
mud, going everywhere. It'll be
a good race. We're gonna have some

626
00:52:47.639 --> 00:52:52.679
fun with them. Angela just popped
in because apparently I didn't mute my my

627
00:52:52.719 --> 00:52:55.360
Slack notifications. But that's funny since
we talked about it at the beginning of

628
00:52:55.360 --> 00:53:00.840
the show. So let's we can
leave that. Week thirty, we're doing

629
00:53:00.199 --> 00:53:07.480
a special series of the Pro two
trucks on short road courses it is basically

630
00:53:07.519 --> 00:53:13.840
just drifting, not the light.
We're doing the full powered version. Didn't

631
00:53:13.840 --> 00:53:15.880
we do that in the staff league
a couple of years ago. We did

632
00:53:15.880 --> 00:53:19.679
those at some of the tracks.
I'm pretty sure some staff members didn't come

633
00:53:19.679 --> 00:53:25.119
back after that. That's a story
for another time. Thanks for listening to

634
00:53:25.519 --> 00:53:29.880
another edition of The Eye Racing down
Shift. It just took six months.

635
00:53:30.159 --> 00:53:34.320
But don't forget to rate, review, and subscribe on Apple Podcasts, Spotify,

636
00:53:34.599 --> 00:53:37.400
Spreaker, anywhere else that Chris has
put this thing for Kevin Bobitt Chris

637
00:53:37.480 --> 00:53:40.840
Leoni, I am Greg West,
and we'll see you in the next episode,

638
00:53:40.880 --> 00:53:42.960
hopefully in the near future.

