“Left Five into Right Three” and have a little more detail such as “Square”, “Hairpin” and “Accute” corners for when the corner severity is 90 degrees or greater. So we settled on using the 1-6 system, in this system 1 is a slow corner and 6 is fast one. We investigated using systems that are more prevalent in the real world such as 9-1 or 6-1 where the higher the number the tighter the corner but we found that players who were used to Colin McRae Rally and DiRT were struggling to get to grips with the change in system.
So onto my area of expertise and the reason you are all here… Co-driver calls! That said, this real world experience has been invaluable in ensuring that DiRT Rally is without question the most authentic representation of the sport we have ever produced here at Codies and hopefully you’ll think it is the closest thing you have ever had to driving a rally car in real life. While it has been a dream come true for me to actually get to compete for real, money has been tight so we haven’t been able to do as many events as we would have liked. Since DiRT 3 came out in 2011, I’ve been out and done some co-driving for real, teaming up with Jon Tucker in his 1995 Subaru Impreza WRX STi.
I look after many of the key aspects of the game including the Vehicle Handling, Environment Designs and many of the aspects that hold the game experience together. My role on this project is to ensure that you get the authentic rally experience you’ve have been asking for. Hi, my name is Paul Coleman and I’m the Chief Games Designer on DiRT Rally.