As a bit of a departure from the high saturation colour schemes and arcade physics of the game we’d been working on upto this point, Ferrari Challenge was a real racing simulation. All licenced cars and tracks, with the added bonus of the vehicles being smashable and damagable (a first from a car manufacturer I think).
By now I’d really settled into my role as lead visual effects programmer. I had lots of code and systems written and the trust of production management to get on with stuff and do what ever I could to make everything look better. I think visually the game is definitly the best looking I’d worked on to date.