Getting Busy Behind the Scenes

For the readers of PRC.net who are able to do more than just bitch and moan about the current crop of modern racing simulators, now is the optimal chance to make use of your many talents! Earlier this afternoon, Detroit’s Image Space Incorporated and Sweden’s Sector 3 Studios have announced that they are hiring several different programmers to begin the Spring of 2016.

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The news comes a bit out of left field, as Sector 3 have been hard at work preparing a massive patch for RaceRoom Racing Experience that includes the long-awaited Nurburgring Nordschleife, and Image Space Incorporated recently pushed out several updates for rFactor 2 that saw a heavy emphasis on accommodating American Stock Car Racing rules and functionality within the critically acclaimed simulator. As a result, I can’t really begin to speculate what’s occurred behind closed doors, as it appears both developers have been relatively busy behind the scenes. Only industry insiders know whether there is some sort of correlation between the two postings going live within mere hours of each other; all we can hope is that someone reaches out to us with more information.

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23 thoughts on “Getting Busy Behind the Scenes

    1. “Renato still selling recycled rfactor 1 with static fake-toad system”

      I truly hope you are getting paid for this shit, cause its bat shit crazy otherwise, I guess you feel nice and secure hiding behind a proxy like a kiddy fiddler, what a fucking pussy, you think you gonna get bitch slapped like you should if you dont have one? post your address and ill start a crowd funding campaign for a regular ritalin dose and a nice holiday for “mom”, I know for a fact she’s sick of ya.

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  1. Sector3 is looking for one type of dev and ISI is looking for another type.
    In the case of sector3 is a big job position and for isi is something more secondary, because they don’t need someone to work on the game(play) software as they already have.

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      1. I’ve seen anti-graphics fellas judging the quality of a sim by how good it looked. That post was for them, not for you Dave C.

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      2. “I’ve seen anti-graphics fellas judging the quality of a sim by how good it looked”

        Complete BS, you mean you’ve seen guys claim the complete opposite to fools doing exactly what you said (judging the quality of a sim by how good it looked) but the other way around, good one trying to spin it around, sim racing blogs\sites\news is at the moment completely overrun with young insecure pad clutching,forza educated, xbone playing morons that wouldn’t even know what a sim is in any sim genre, let alone race sims, trying to change the industry and turn it into a typical “AAA” scene where we get the same “new” game every year with a new Nvidia graphics plugin, and boom the idiots are frothing at the mouth to spend “moms” 100 bux on the same old press X to win bullshit.

        Its a fucking plague thats already destroyed many good hardcore genres, just take a look at the FPS\Tactical shooter games, and how that has plummeted in quality and advanced play\features since consoles got into FPS, press X to win is a negative catch phrase that used to be applied to this BS, now devs build games using that philosophy.

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      3. ok good, then your post isn’t about sim racing. You’re just rambling about stuff that bothers you personally about gaming in general. K.

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    1. That is a bad idea.

      UE4 is severely broken, especially for larger scale maps. No mgpu support and no discussion about it either. Inherits many of the same problems that made UE3 unsuitable for simulation as well.

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    1. None of the listed requirements and tech are relevant for gameengine development.

      If they’re looking for a lead programmer, then this is not the announcement.

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      1. Actually, a lot of that would be relevant for small team work, where they may have to cover lots of bases with not many staff. So they may want someone to be able to offer bloody good skills over various subjects, not just be a wizard on one focus only.

        If you look at the credits list and tick the full time names off (I.e. 2 track artists full-time, car artists, Borda and maybe 1 other on car physics, I find it quite surprising how such a small bunch have managed to output some great stuff. That actually goes for all the studios really, just looking at their core guys. This genre has some really talented guys at work

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    2. Miller was a senior programmer there, as far as I can tell, the core guys work on lots of different areas (sound, road tech, multiplayer, core tech, etc). Then the video tech guys, artists, car physics engineers, etc

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      1. Yes, and if you’re looking for a lead programmer for a cutting edge sim engine then eCommernce and web development with node.js and PHP are obviously what you’re explicitly looking for as the most relevant skills -.-

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    1. Realistically, they should hire who they want to hire…as they know how the business works and who they need…

      What you could have said is “I WANT them to hire a designer”. Interior design, or…XD

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  2. ISI has what, 2 core programmers? A big, hugely important one left rF ship to do his own game, and another huge one left in 2014. ISI just reassigned work and they seem to have the worst vehicle artist(s if it’s more than rF1’s F3’s Lo).

    If Sector3 do try to polish their package, with visuals now and then the driving, and actually offer a better structured title, they can lead the way in the near future. We need properly packaged series and content.

    Like

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