We didn’t want there to be just one “best” car you make a choice based on the mode and your play-style. ![]() Prototype vehicles are the “best” in that they are the fastest, but they’re made of carbon fiber, so are the most fragile. Advanced vehicles are stronger, hit harder, and take less damage. So, for example, the Tuned version of each car earns and uses boost much quicker than any other, making it perfect for Heatwave events. In Dangerous Driving, we wanted to make car choice more meaningful. In this genre, vehicles can end up being the same, just a model swap with very similar stats. We have tailor made our cars for each mode. Every time you take someone down, their crashed wreck remains on the road, making each lap more dangerous. Something totally new is what we call Persistent Wrecks. We wanted to keep things fresh by going beyond with new rule sets, and more. Having these modes in the game makes it feel instantly familiar, but we didn't just want to copy what we had done in the past. We looked at what all our favorite game modes have been over the years and included them all - races where Takedowns are what fuel your speed eliminator races where you literally fight to survive over five laps with the last place being eliminated each lap one-on-one races where the other guy is in a faster car and the only way to win is to try and take him down repeatedly three race GPs Pursuit, where you play as the cops Survival, where you have to survive against the clock and the traffic (one crash and its game over), and genre favorite Road Rage is back. Technical Director Phil Maguire: It's been over 10 years since we made an aggressive racing game and we are big fans of the genre. ![]() Thanks for your time! With many referring to Dangerous Driving as the spiritual successor to Burnout coupled with the fact that Three Fields Entertainment has members who created and worked on the beloved racing franchise, how do you balance making Dangerous Driving feel familiar yet fresh? The technical director also discusses how they balanced creating an arcade racing game that felt familiar yet fresh, reveals how they leveraged UE4’s physics to create more realistic crashes, and elaborates on how they delivered a game that runs blazingly fast and smooth. We had a chance to interview Three Fields Entertainment Technical Director Phil Maguire as he discusses how the studio was able to execute on their vision with limited time and resources. With nine racing modes, 27 vehicles, and seven different locales, Dangerous Driving is easily the company’s most ambitious effort yet and represents the culmination of their work. While previous Burnout games did not use UE4, the relatively young studio has been steadily investing time to learn the engine and have released UE4-powered games such as Dangerous Golf, Danger Zone, and Danger Zone 2 in recent years. The UK-based developer attributes much of their success to hard work coupled with the robust tools that Unreal Engine 4 provides. A triumph of this scale is generally unheard of in the industry. While previous titles in the series were sometimes made with hundreds of people over the development span of years, Dangerous Driving was astonishingly developed by seven people within seven months. When you look underneath the hood, you’ll discover that developer Three Fields Entertainment consists of Burnout series creators and veteran developers. ![]() 作成 Jimmy Thang Recently released, Dangerous Driving has been called the spiritual successor to the beloved Burnout arcade racing franchise.
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