To get to the bottom of this and find out how good the game really is, I decided to dig a little deeper and talk to the developers in an exclusive interview. In this interview, I spoke to Adam Bernath, the solo-dev who made this work of art in only two months’ time. But let’s first show you the game in action so you understand what all the fuss is about. Having seen this, chances are big your inner kid wanted to come out to play. As that’s undeniably the effect it has had on pretty much everyone that has seen the VROOM! reveal trailer and the reason where’s asking the developer behind it some questions today.

A little more about Adam, the developer

Is this your first game? From the look of your site, you normally focus more on design and other services.

From what I’ve heard, you’ve made this in only 2 months. How many hours on average did you spend per day?

Are you looking to expand the team or are you more of a solo-dev by nature?

Unreal Engine 5 is making the impossible, possible

The realistic graphics almost made it impossible to believe I was looking at a game in action. Has it always been a focus to make the game as realistic as possible?

*Here is that presentation again for those that may not have seen it yet:

Do you think this would have been possible without the Unreal Engine 5 technology?

Everything in your trailer is actual gameplay? Nothing pre-rendered? What kind of black magic is this?

You say claim that it will be a multiplayer game with 60+ online players. How difficult is it to achieve this with real-time physics shared across all players?

Only on next-gen platforms

You’re planning to release the game by the end of 2022 on PC, PS5 & Xbox Series X|S. Would the game be too demanding to run on previous generation platforms?

I’ve seen people (myself included) call this Fall Guys + Toy Cars. Has the success of Fall Guys been an inspiration to make this an obstacle course type game versus a more traditional racer?

What about the marketing plans?

A huge element of Fall Guy’s success has been its brilliant marketing strategy, focussing on Discord and Twitter first and foremost. When I tweeted about the trailer, it accumulated a huge number of views in a short time so it left me wondering about the developer’s marketing plans. This also works with unique geometry meaning those models can be anything and each different, it doesn’t matter if it’s 1million of the same or 1 million different 3D models – without much performance impact! I haven’t had a chance to try out Vroom! on the new consoles yet, but there was a demo Epic gave away with the UE5 and that was said to be optimised for PS5 and new Xbox Series X to run at 4k 60fps – that project was producing around 20-30fps on my pc, Vroom runs at 60 so that means its gonna be insanely smooth on the new consoles.

Are you currently looking for a Publisher? What kind of support would you mainly like to receive from them, beyond funding or marketing?

*EDIT: They just did. Go give them a follow on Twitter.

Are you looking to make this a premium game? Or is the focus going to be on unlocking cosmetics or purchasing seasonal content? 

We’re very grateful that Adam took time out of his busy work schedule to talk to us about Vroom! Obstacle Racing and will be keeping a close eye on the project going forward. Should the game explode in popularity, we hope he remembers us as one of the first to interview him and that he graces us with a review copy. We can’t wait to talk more about the game here! Until then, be sure to join their discord for all the latest!

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