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  1. Following International Women’s Day last week, we’re continuing to highlight some of the women behind Codemasters’ games. The last interview in our series is with Christina McGrath, Codemasters’ very own Senior Community Engagement Manager. What do you do at Codemasters? My official job title is ‘Senior Community Engagement Manager’, but informally I’m known as Captain Internet/’the one off Twitter’. How long have you worked at Codemasters? I joined the team back in 2015, so I’ve been here almost three and a half years. I’ve worked on 12 games in that time, across Codemasters’ mobile and console wings – so it’s been a busy three and a half years! How did you get into the games industry? Growing up, I never really knew that working in games was an option if you weren’t a programmer – as an outsider to the industry, I was a bit naive and thought everyone needed to make a game was a coder. Then as I started to get into games, I joined communities and started to realise just how many opportunities there were to make a contribution to the industry with a skill set like mine. I’ve been working in community management for a decade now (both for and outside of games), and I wouldn’t change it for the world. What does a day in your job look like? Succinctly: tea, tweets and emails! On a serious note, though… What doesn’t it look like? Working in Community means you get a uniquely broad overview of how things work; on a morning I might be in a meeting with some of our marketing partners, or meeting our Licensing team to see if cool assets have been approved for use yet, or dropping bombs in the DiRTy Gossip thread, or in a meeting with the development team about plans for our current and future titles… No one day looks the same. I can go from being in a field in Galway, to a race circuit in Spain, to the set of an advert at Pinewood Studios, to being at my desk. How did you get into social media as a career? I thought I was really witty and that social media was easy, so I pursued it quite deliberately. I was wrong on both counts! The best social media accounts and community teams make it look effortless, but it’s incredibly hard work at times. It’s also wildly rewarding at times, which is the very reason I love it. What’s your favourite project you’ve worked on? DiRT Rally 2.0. DiRT is, by far, the game closest to my heart, and I’m incredibly proud of some of the stuff we’ve done for it. There are too many things in that project I loved working on – the triple announcement, the real life rally, the Halloween trailer, the live-action trailer… It’s so rewarding to look back at these things and think, ‘I did that!’ I also really love working on some of the non-games things we do – like celebrating International Women’s Day or Pride Month, for example. I think it’s crucial to champion diversity and inclusivity where possible – I’m a firm believer that variety is the spice of life, and that games are better with diverse opinions and inputs. I’ve absolutely loved talking to colleagues for International Women’s Day about their experiences and why they love what they do, and I can’t wait to do more of it. I work with spectacularly talented people, and I feel like it’s a/ my duty to show them off, and b/ to show other spectacularly talented people how welcome they’d be at Codemasters. What are you playing at the moment? Aside from DiRT Rally 2.0? I’m about four hours into Anthem at the moment, and about 200 hours into Pro Evolution Soccer 2019. I’m also halfway through Inside, which has the most beautiful art style. Oh, and like, Mandy, I play Pokémon Go every day too! Gotta catch ‘em all, etc. What’s your favourite bit about your job? When I watch the credits of our latest release and see my name in lights. The novelty still hasn’t worn off. View the full article
  2. Even though International Women’s Day was last week, we’re continuing to shine a spotlight on some of the amazing women around Codemasters’ studios. This time we’re talking to with Scarlett Fu – Principal Web & UX Designer, Women in Games Ambassador, and all-round good egg! Hey Scarlett! So: what is it that you do at Codemasters? I’m a Web & UX Designer here at Codemasters, and am also a Women in Games Ambassador. How long have you worked at Codemasters? I’ve been working at Codemasters for 8 months! How did you get into the games industry? My fascination in games began at a young age, where the story-telling elements had always been the most important. How does the story captivate an audience just as they would from a book, a play, or a film? Games increase that level of immersion by allowing players to take relative control within the storyline, so they themselves become part of this journey into the fictional world. And that was what drew me into games. I was initially unsure whether it was possible (or even how) to shift to games from a different industry… until I had my lucky break when a games studio in Frankfurt hired me as a Graphic Designer there – and I haven’t looked back since. What does a day in your job look like? It can be quite varied – it can be researching, prototyping, giving UX reviews. Sometimes it can be sketching and designing in-game icons. Most of what I do ultimately comes under the umbrella of iterating best UX practices. How did you get into UX? I come from a Graphic Design and Branding background, and in the recent years I’ve become increasingly interested in how we interact with objects, physically and digitally. The challenge of wanting to reduce unwanted frustration for users got me wondering how to merge UX practices with my other skills to provide the most relevant and seamless experiences. What’s your favourite project you’ve worked on? That’s a tough one! There’s been a lot of projects I’ve worked on which have separate elements that I really enjoyed and learned from. But I would have to say an *undisclosed project* that provided me an opportunity to work on both UI and UX – it was the first time where I singularly approached a project with a user’s interaction in mind. What are you playing at the moment? I’m currently playing DiRT Rally 2.0, Assassin’s Creed: Odyssey & Judge Eyes :) What’s your favourite bit about your job? The favourite bit about my job is being able to create a concept from a singular idea, and go through this design journey from start to finish. There’s always something new to discover. What’s the biggest misconception you find people have about your field? UX is not just about the aesthetics – it’s also about how something feels, and works. It is something that crosses multiple disciplines: art, data science, psychology, to name a few. So different aspects come into play, and this practice includes user research, testing, visual design and so much more. The ultimate goal is to build something that both fits expectations for users, whilst also meeting our own intentions as well – to create great games! View the full article
  3. Following on from International Women’s Day last week, we wanted to introduce you to more of the wonderful women behind some of your favourite Codemasters games. Today we’re talking to Talía Gual, one of the UI Artists here at Codemasters HQ! Hey Tali! So tell us: what do you do at Codemasters? I’m a UI Artist! I create engaging menus and interfaces. And how long have you been working here? Just over three years now. I had the opportunity to move from Spain to the UK for this job. How did you get into the games industry? Around the time I was studying Graphic Design, apps and mobile games started to be a big thing. It was an opportunity to make something small and casual, so for my final project I got together with other students and we made a mobile game. After some years I landed a position in an AAA studio which was my goal all along. Console and PC is what I am most passionate about and what I want to focus my career on. What does a day in your job look like? My day usually starts by wrestling for a seat on the company minibus! At work, I get the latest build, get a tea and check my tasks – it all depends on what phase the project is at, but usually I’ll be making screens and features, reading the design, mocking-up wireframes and dressing them up with art, implementing and adding animations with our tools so code can make it work in game. I also go to meetings, stand-ups, and have constant on-going conversations with other members of the team. Our studio has a gym and beautiful surroundings, so we go for walks, play frisbee, football, frolic! How did you get into UI? I started doing 2D and part of it involved doing UI as well. I had a lot of fun with it – creating something the player interacts with, solving issues and making it work. I realised that UI had a bit of everything – typography, graphic design, game design, UX, code, even VFX and 3D/2D Art. It was perfect for me; I fell in love with it really. We hear you’ve got a soft spot for typography – if you had to pick, what’s your favourite font? That’s hard to answer! It changes over time. Any font that is well built is always a contender. For our last project we used DIN. I love it! So many games use it – it’s so distinctive that once you can recognise the font you will see it everywhere. What’s your favourite project you’ve worked on? DiRT Rally 2.0 has been my favourite Codemasters project to date. I was able to contribute in so many ways and our team worked so well together. We made it “ours”, and it has been very well-received so that is an amazing feeling. Don’t know if I can consider them projects but Game Jams are always such a blast, so any Game Jam project has a special place for me. What are you playing at the moment? I’ve been giving Anthem a try! It is so beautiful – I think I’m going to need flying mechanics in every game from now on. I’m still trying to finish Assassins Creed: Odyssey (I’m a bit of a side mission connoisseur), and I’m also waiting for the next episode of Life is Strange! What games have you played recently where you’ve admired and appreciated the UI/art style? AC: Odyssey & Origins’ UI is smart, easy to use and looks beautiful. Destiny’s UI was super groundbreaking and original. Star Citizen’s sci-fi UI and HUDs are immense. NieR: Automata’s colour palette… Breath of the Wild, Overwatch, Moonlighter to say a few more. What’s your favourite bit about your job? Without trying to sound cheesy – working as a team with passion like minded people and feeling that everybody has the same goal as you. I learn cool stuff every day, not only from UI but other disciplines. I love videogames – almost every childhood memory is of playing games or drawing – but it never dawned on me you could be a developer. It felt so foreign as an idea, even more so to a woman. My younger self wouldn’t believe where I am now! View the full article
  4. In honour of International Women’s Day, we’re spending today getting to know the wonderful women behind some of your favourite Codemasters games! Today we’re having a chat with Ara Carrasco – one of our very talented Artists here in the DiRT studio… Hey Ara, thanks for taking the time out to sit down and have a chat with us! So, first question: how long have you been working for Codemasters? I’ve been here a year plus a couple of months. How did you get into the games industry? I couldn’t afford a proper games course, so I took the one that was available in Barcelona – where I’m from – and then I worked on my portfolio. From there, I started getting some freelance gigs and eventually got a full-time job. What does a day as an Artist at Codemasters look like? It can be anything! Sometimes I correct bugs related to environment art, on other days I model 3D assets, sometimes I create textures. Sometimes I give feedback to other Artists in our office in Kuala Lumpur. How did you get into Art? I’ve always loved drawing, and it’s a hobby I still keep nowadays. When I started in the industry my 2D knowledge helped me pay rent because some small companies wanted artists that could model 3D environments and simple characters, as well as being able to hand-paint textures, illuminate, do a bit of particles… Getting into bigger and bigger companies, the 2D part slowly disappeared from my daily workflow and I started doing 3D work only – and that’s the short story of how I became a full-time environment artist. I kind of miss using my other skills though! :) What’s your favourite project you’ve ever worked on? I worked for a VR project based on a very famous Spanish TV show. It was really heart-warming talking to fans of the show and letting them know I was working on that project when they finally announced it. People seemed so excited I got to model certain assets and rooms that featured on TV! Working on something like a TV show experience must’ve been super rewarding, especially when you get such a warm reception from fans! What games are you enjoying at the moment? The Legend of Zelda: Breath of the Wild and Assassin’s Creed Odyssey. And a tiny bit of Red Dead Redemption when I have the time. And finally… What’s your favourite thing about your job? When I get to model trees and terrain and, after placing them, everything starts coming together. At that point I like to think in which part of the world that environment is placed, whether something looks good as it is composition-wise, and what could potentially be done once the final lighting is in place. In a nutshell, what I love about environments is how capable of telling a story they are, and how many levels of details you can introduce in a composition. View the full article
  5. For International Women’s Day 2019, we’re celebrating some of the women at Codemasters by shining a spotlight on what they do! This piece is on wonderful Social Media Manager for the F1 games franchise, Jenny Marshall. If you’ve ever wondered what being a Social Media Manager entails (it’s not just looking at memes, promise!), this insightful interview should provide you with some answers… Hey Jenny! So… What do you do at Codemasters? I’m the Social Media Manager for the F1 games, so I’m the one that posts the content up on the ‘Formula1game’ channels, and passes feedback across to the dev team (amongst other things!) How long have you worked at Codemasters? I joined Codemasters at the end of 2015, so I’ve been here for over three years now. How did you get into the games industry? Gaming was a huge part of growing up for me. As a child both my parents played PC games, and being in this industry somewhere has always been an aim of mine, albeit one of those ones you think is so unlikely that it’ll never happen to you. I started working in social media in other industries, and the skills I gained there – managing a brand’s social accounts, creating and implementing social media strategies as examples – held me in good stead, as well as a deep knowledge of F1 and games in general. If you had to describe a typical day in your job, what would it look like? One of the things I love about my job is that none of my days are quite the same! On a day to day basis I monitor everything that’s coming through to us, and ensure that the content going out across our social channels is high quality and relevant to our followers. A big part of this is also communicating feedback to the dev team and keeping track of our numbers and other analytics. If we’ve got a trailer to release, for example, a day in my job is very much making sure everything’s all prepared and ready to go across our channels. This often means uploading videos, interviewing members of the dev team, preparing the blog, communicating with external parties prior to the trailer going live, and making sure everything’s ready for the right time. After it’s live, it’s then about the sentiment and numbers – did our followers like it, how well did it do, etc. How did you get into social media professionally? Social media and community management on this scale didn’t start becoming big until I was at university, but I instantly became interested in the challenges of communicating with it – on Twitter especially, with its (at the time) 140 character limit. I immersed myself in it, figured out how to get the best out of it, created workshops for other people to use and started my career that way. What’s your favourite project you’ve worked on? My favourite project I’ve worked on has to be the F1 Esports Series. I’m very proud of the F1 Esports Series! I very much create and responsible for the coverage of it on the Codemasters channels, from the first qualifying round to the last second of the final. Firstly, watching those skilled racers I’d watched race across various leagues competing all in one place? Brilliant. I love being meeting the faces behind the gamertags! In 2017, the first ever F1 Esports final was being held at Abu Dhabi, actually at the Grand Prix at the last race of the season. I was privileged (and what a privilege) to go over and cover it. The final was held in the last garage of the pit lane, and so every day we were there I was in the paddock. An actual F1 paddock, at a Grand Prix. It was a dream come true, and I was living it – seeing my heroes wandering around the paddock on a daily basis. From there, we went into the 2018 F1 New Balance Esports Series, and I loved every minute of that. Covering live racing on our game on our social channels is a huge buzz for me, as is watching the F1 Esports drivers grow and become part of the sport itself. What are you playing at the moment? I’m currently playing Dragon Age: Inquisition. When the teaser trailer for Dragon Age 4 dropped back in December of last year, I realised that I’d missed the Dragon Age series entirely. I love RPGs and I love immersing myself in a world and its lore! What’s your favourite bit about your job? Sharing the fandom of F1 with our community. That feeling when I know we’re going to be putting out something our players will love. That’s a really special feeling, and there’s not much that beats it! View the full article
  6. In honour of International Women’s Day 2019, we’re spending this week celebrating the wonderful women of Codemasters! This morning we’re sitting down with Licensing Administrator, tea-drinker and cat-lover Mandy Fairbrother to talk cars and bananas (no, really). Hey Mandy! So tell us: what do you do at Codemasters? I am a Licensing Administrator, so I’m responsible for making sure everything in-game is licensed and OK to use! In our department we also do a lot of research about the cars and brands, so I often spend hours at a time looking through cars, which depending on the model, can be quite fun. Sounds it! So how long have you worked here? I’ve been here for 21 months! How did you get into the games industry? It was unintentional, really. I was incredibly miserable in my old job and looking for something new, and my partner (who has worked here forever) mentioned the job. I never thought I would get it. Now I love working in this industry, despite never being much of a gamer. It’s certainly increased my interest in gaming, and my son loves racing games, so it’s perfect really. What does a day in your job look like? Lots of tea. Lots of emails. The work varies depending on how far through a project we are; at the moment I am mostly dealing with approvals – sending assets to licensors for approval, going back and forth between them and our artists to make sure everything looks right. I’m currently trying to arrange for a car to be scanned that is going to be in one of our DiRT Rally 2.0 service updates – however this car is stuck to a wall in a museum somewhere, so it’s going to be a fun job for the Vehicle Art team! What’s your favourite project you’ve worked on? DiRT Rally 2.0. It’s my first project that I’ve worked on from start to finish, and it’s lovely seeing all the reviews and positive comments about it. One of my favourite car liveries in the game is Roger Clark’s Ford Escort MkII. Getting the ‘Cossack’ logo signed required a lot of detective work and actually took almost a year to get fully signed! I knew the livery wouldn’t look right without it – so I persisted and that persistence paid off. Also, the VW Golf MKII was one of the first cars I researched for this project. I got one when I passed my driving test and it has always been my favourite car. Researching it was a dream job and made me want to buy one again! What are you playing at the moment? Well, I’m not much of a gamer and the only consoles I own are an Xbox 360 and Sega Megadrive. I had a SNES but it broke. I’m stuck in the 90s when it comes to gaming – I love Sonic, Mario and Streets of Rage. I play Pokémon Go every day though, does that count? What’s your favourite bit about your job? I work with some really lovely people, and some really lovely licensors, and I get a sense of achievement when things get done. Also, we get free bananas. What’s not to love? View the full article
  7. Codemasters will release the first of its post launch content as part of DiRT Rally 2.0 Season One from 12th March. The ŠKODA Fabia Rally and Citroën C4 Rally will be available for all players who own the Deluxe Edition, with the iconic and enhanced Monte Carlo following on 26th March. Day One and Standard Edition owners have the opportunity to purchase the Deluxe Content Pack or individual pieces of content separately via their digital store of choice. “We are delighted to bring back two iconic rally cars which will excite our core community and give new fans a taste of rally history,” commented Ross Gowing, Chief Games Designer. “The Citroën C4 Rally was extremely dominant in the late 2000s and features Petter Solberg’s livery, who enjoys a great working relationship with the studio. The ŠKODA Fabia Rally was driven by the great Colin McRae, and we are very proud that players will be able to experience another of his iconic vehicles. Players can expect incredible traction and stability from the both these vehicles, and they make a fantastic addition to the legendary car roster in DiRT Rally 2.0.” The Season One content focuses purely on rally and over the coming weeks will introduce cars, liveries and environments to DiRT Rally 2.0 as per the following schedule: – Week 3: Monte Carlo Rally, Special Livery – Week 5: BMW M1 Procar Rally, Open Manta 400, Special Livery – Week 7: Sweden Rally – Week 9: Ford Focus RS Rally 2007, Subaru Impreza, Special Livery – Week 11: Germany Rally Players who bought the Deluxe Edition will receive all Season One content, release dates above, plus Season Two which features a similar level of content as part of their Season Pass. All other players can purchase the Deluxe Content Pack or individual piece of content separately via their digital store of choice. DiRT Rally 2.0, including official licensed content of the FIA World Rallycross Championship presented by Monster Energy, launched on the PlayStation®4 computer entertainment system, the Xbox One family of devices including Xbox One X and Windows PC (DVD and via Steam) on Tuesday 26th February 2019. Players can get all the DiRT Rally 2.0 news and follow updates from the studio on Facebook and Twitter. View the full article
  8. Catch us if you can! Since last year’s launch on iOS and Android, F1® Mobile Racing has continued to evolve and improve. New modes like GP Events, new items like driver helmets, and fresh gameplay advances have seen the free-to-play official F1® mobile game go from strength to strength – and with Update 4 almost here, we’re in no mood to stop now. We’ve been in constant contact with F1® Mobile Racing players on our social channels and the (shiny new) Codemasters Forums to help shape this next step forward. A common piece of feedback is that, whilst the Duel and Leagues system is fun, it would be great to see more rewards on offer for players who reach the top of that mode, or prefer to put their time into other features of the game. That is exactly what this new addition is all about… XP The XP system in F1® Mobile Racing adds a new layer of progression, unique to every player. It gives players a chance to win content from multiple areas of the game, by completing a huge variety of in-game tasks and actions. Whether you’re winning races, improving your car’s R&D setup or just about anything else, you’ll be rewarded with XP that leads to unlocks and rewards. That means all players have the chance to progress and achieve their goals in the game, regardless of their playing style. Loving the Duel mode and dead set on reaching the top Leagues? Prefer to race in Single mode and shave tenths of a second off your time? Obsessed with tinkering your car to make it your dream F1 machine? Whatever your style, the XP system ensures you are rewarded for it. Players begin on a set level, which increases as you earn XP. Every time you reach a new level, you’ll earn content, such as new R&D parts, visual customisation options, or in-game currency. In terms of XP earned through racing: more XP will be earned for the fastest, most successful players, but rewards can still be earned for participation and progression. XP in Update 4 is the first iteration and will evolve over time, adding even more tasks and depth to the system. It begins with 25 levels to progress through: all players will be placed at a certain level from the start, dictated by their progression in the game so far. Speaking of which… R&D Boxes R&D Boxes increase the chances of you receiving valuable R&D parts to increase your performance potential. In place of the existing Blueprint system, R&D Boxes are earned when a player wins a Duel. Boxes are then researched before being unlocked; if no research slot is available when you earn a R&D Box, it will be unavailable to acquire. Boxes come in three different tiers: Regular (three parts), Rare (six parts) and Epic (nine parts). The higher the tier of box you win, the more likely you are to earn rare and valuable R&D parts. The system also aims to give you parts that are of use (parts you can install or stack to upgrade) much more regularly. Once you’ve earned and equipped new parts from the Boxes, the R&D section will now give you a new way to view the effect of those parts on your car’s performance: a spider graph, displaying each of the five performance areas you can utilise. At the end of every Duel, the spider graphs of both drivers will be available to view. Technical tweaks and improvements will also be on the agenda in the latest update. One worth keeping an eye on is a small change to the Leagues layout; to improve progression for all players, there’ll be minor changes to the parameters and Cup Points requirements, meaning you may begin Update 4 in a different League. We’re keeping players informed on these changes and more in the Forums. Here, we’ll also be revealing more details about the return of GP Events, so get bookmarking! So, in short: more ways to progress, more goals to complete, and more items to be won. Update 4 is all about more. As usual, we’re planning to run a livestream before Update 4’s launch to give you a sneak peak at the new content. Our social channels (Facebook, Twitter, Instagram) are the best place to keep up to date with this and plenty more – including all the news on 2019 FIA Formula One World Championship content coming to the game. As announced, the 2019 teams, cars and drivers will be in F1® Mobile Racing, and as soon as we have dates for this, we’ll spread the word! View the full article
  9. Codemasters has today revealed the results of their study into how a professional co-driver influences driver confidence and overall speed. The DiRT Rally 2.0 team conducted an experiment earlier this month with the only variable being the co-driver, all in order to discover the exact impact a trained navigator has on overall stage time. You can view the video documenting the study right here: Each co-driver was given one chance to guide Codemasters’ rally driver Jon Armstrong through a single stage at the London Rally School. Experienced co-driver Noel O’Sullivan helped Jon hit a time of 2 minutes 32 seconds. Novice Chris Codey assisted Jon to complete the same stage in 9 minutes 44 seconds – one of the slowest times seen at the Bicester-based track. Jon Armstrong said of the experiment: ‘it was extraordinarily difficult trying to string a few corners together with Chris as my co-pilot. He couldn’t tell his left from his right, and kept his eyes closed for the vast majority of the run. The closest instruction he gave was “watch out, there are bends”… Not ideal. It would have been easier if I’d have used Google Maps. At least Google Maps doesn’t scream.’ Dr Jasmine Masters, lead researcher on the study, concluded: ‘with a staggering time difference of 7 minutes 12 seconds – the equivalent of taking 284% longer – the importance of a capable co-driver cannot be understated. Heck, even a coherent co-driver helps. It’s a good job that Codemasters used a number of world class co-drivers to create the pace-notes and co-driver calls for DiRT Rally 2.0 – if we’d have left it to Chris, then in my professional opinion, we’d have been screwed.’ DiRT Rally 2.0, including official licensed content of the FIA World Rallycross Championship presented by Monster Energy, launched on the PlayStation®4 computer entertainment system, the Xbox One family of devices including Xbox One X and Windows PC (DVD and via Steam) on Tuesday 26th February 2019. View the full article
  10. Well, well, well, it’s been an eventful week! We’ve seen reviews, first play throughs, and a few teething issues too – but we’re here and more prepared than ever for DiRT Rally 2.0 to launch globally tomorrow. If you’ve not seen any of the reviews, then don’t worry – we can share some of the best with you right now: Top Gear / “Dirt Rally 2.0 is guaranteed make you feel like a rally hero… The Dirt series has hit new heights” IGN / “Dirt Rally 2.0 feels great, looks good, and sounds fabulous.” Game Informer / “Codemasters delivers another captivating rally title that will have you swearing in fear and delight” PC Gamer / “Simply the best rally sim around” Of course, we couldn’t be happier with the reviews here – but we’re even more excited for you to all get the game into your hands come tomorrow. DiRT Rally 2.0 has been a labour of love for us – to most authentically represent the sport we love – and we hope you can feel that as you tackle your first stages. We hope that those of you who picked up the Deluxe Edition last week felt too, it as you booted the game for the first time. And on that note… Over the weekend we had members of our community asking why the My Team part of the game requires a RaceNet connection, and we just want to address these questions and be as transparent with you as possible about why this is the case. Simply, DiRT Rally 2.0 is the most alive DiRT game to date; the My Team career campaign is our most complex offering we’ve had, and our Community Events are built into this too. Because you’re racing against other players in this mode, we need to ensure we maintain a level playing field – and My Team being online means that we can verify everyone’s race results. In turn, this also means we can confirm that all car purchases and upgrades have been obtained legitimately. Going forward, as we introduce competitive racing through more asynchronous events, Clubs and esports, the integrity of our leaderboards will be paramount to making sure the competition is both fair and monitored. We have at least six months of service and DLC for DiRT Rally 2.0 – so if we need to tune AI or make other changes quickly, then having this based server side allows us to be a lot more reactive. Finally, it’s also worth noting that a whole host of content is available to play offline too – the ‘Freeplay’ tab isn’t just a race. you’ve got Time Trial, Historic Championship, RX Championship and Custom Championship modes to keep you busy without requiring an online connection. There’s a lot of game in DiRT Rally 2.0, and a whole range of ways for you to play – so while My Team is a great way to play, there’s plenty more for you to get stuck into. Before we sign off ahead of a big day tomorrow, we just wanted to say one last time: thank you for being our wonderful community. Tomorrow is the first stage of many for DiRT Rally 2.0, and the road ahead promises lots of fun for everyone involved. This is only the beginning for DiRT Rally 2.0 – the leaderboards are already looking incredibly competitive, and in the studio we’re already flat out and on our way to Season 1. It’s going to be amazing. View the full article
  11. Codemasters has today revealed the launch trailer for DiRT Rally 2.0, which releases on the PlayStation®4 computer entertainment system, the Xbox One family of devices including Xbox One X and Windows PC (DVD and via Steam) on Tuesday 26th February 2019. You can view the new gameplay trailer now: The new trailer showcases the breadth of challenge on offer: from piloting legendary rally cars through the fast and flowing mixed surfaces of Poland, to fighting for first place in an FIA World Rallycross Championship supercar, to conquering tricky weather conditions in the Porsche 911 RGT Rally Spec. With new features including improved handling, stage degradation and tyre choice, DiRT Rally 2.0 brings the most immersive and truly off-road racing experience ever. DiRT Rally 2.0 is follow-up title to the critically and commercially acclaimed DiRT Rally® – which after its hugely successful Early Access programme on Steam, launched fully on consoles and PC in April 2016. Codemasters’ SVP Product Development, Clive Moody, said of the game: “DiRT Rally 2.0 builds on the challenge thrown down by the original DiRT Rally and delivers the toughest challenge in the DiRT franchise. The combination of enhanced handling with each individual car and improved weather systems, alongside the new track degradation, makes every stage feel completely different. Every corner in every location has its own personality, requiring drivers to remain focused and determined from start to finish. Aim for a clean stage, but failing that just try to get to the end!” In addition to the content available at launch, Codemasters recently announced additional content available through Season 1, starting 12th March: – Week 1: ŠKODA Fabia Rally, Citroën C4 Rally – Week 3: Monte Carlo Rally, Special Livery – Week 5: BMW M1 Procar Rally, Opel Manta 400, Special Livery – Week 7: Sweden Rally – Week 9: Ford Focus RS Rally 2007, Subaru Impreza, Special Livery – Week 11: Germany Rally Players who pre-order or buy the Deluxe Edition will receive this Season One content as part of their purchase, plus Season Two which contains a similar level of content and features as part of their Season Pass. Players who pre-order the Deluxe Edition will also have early access to the game from Friday 22nd February 2019. Day One or Standard Edition players will have the opportunity to purchase each season and piece of content separately from their digital store of choice. DiRT Rally 2.0, including official licensed content of the FIA World Rallycross Championship presented by Monster Energy, will launch on the PlayStation®4 computer entertainment system, the Xbox One family of devices including Xbox One X and Windows PC (DVD and via Steam) on Tuesday 26th February 2019. With more news to come on the forthcoming release of DiRT Rally 2.0 you can keep up with all the news and follow updates from the studio on Facebook and Twitter. View the full article
  12. Codemasters has today revealed the vehicles, liveries and locations included in Season One of DiRT Rally 2.0’s post-launch DLC content. Season One will focus solely on rally content, and will introduce the following cars, liveries and environments to DiRT Rally 2.0 as per the following schedule: – Week 1: ŠKODA Fabia Rally, Citroën C4 Rally – Week 3: Monte Carlo Rally, Special Livery – Week 5: BMW M1 Procar Rally, Opel Manta 400, Special Livery – Week 7: Sweden Rally – Week 9: Ford Focus RS Rally 2007, Subaru Impreza, Special Livery – Week 11: Germany Rally Monte Carlo Rally and other returning classic rally environments Germany and Sweden benefit from a significant visual uplift since the first DiRT Rally®. The new lighting system combined with improvements to the track materials, foliage and character models bring the locations to life even more – while the challenges of tyre choice, track degradation, updated handling physics, and the optional hardcore damage mode, all arriving to the franchise with DiRT Rally 2.0, provide a breadth of new ways to experience these iconic stages. New vehicles to the DiRT Rally franchise also include the ŠKODA Fabia Rally, the BMW M1 Procar Rally, and the Subaru Impreza – all cars that have been highly-requested by the community in recent years. Those who have purchased the Season One content will also have access to a set of exclusive high reward in-game events and further in-game bonuses. “It was important for us to not just include brand new content for DiRT Rally 2.0, but also to recognise the fan favourites from the previous titles”, commented Ross Gowing, Chief Games Designer. Gowing continued, “The improvements the team have made for DiRT Rally 2.0 are plain to see, and Monte Carlo is a shining example of that. I think it looks incredible, and I hope our players feel the same way too. We are making a significant commitment to expanding the DiRT Rally 2.0 experience for the players that have been calling for us to do exactly that over a number of years.” Players who pre-order or buy the Deluxe Edition will have this Season One content, plus Season Two which contains a similar level of content and features, included as part of their Season Pass. Players who pre-order the Deluxe Edition will also have early access to the game from 22nd February 2019. Day One or Standard Edition players will have the opportunity to purchase each season and piece of content separately on their digital store of choice. DiRT Rally 2.0, including official licensed content of the FIA World Rallycross Championship presented by Monster Energy, will launch on the PlayStation®4 computer entertainment system, the Xbox One family of devices including Xbox One X and Windows PC (DVD and via Steam) on Tuesday 26th February 2019. View the full article
  13. Codemasters is delighted to formally announce that Rally Consultant and full-time team member Jon Armstrong will be competing in the opening round of the Irish Tarmac Rally Championship, taking place at Galway International Rally this weekend. Beginning on the 9th February, Jon will be tackling the stages with his co-driver Noel O’Sullivan in a Ford Fiesta R5. Backed primarily by Codemasters and running a bespoke DiRT Rally 2.0 livery, the dynamic duo from Northern Ireland will be competing against a 25+ strong R5 class – including one team piloted by WRC driver Craig Breen and co-driver Paul Nagle. We’re also very excited to exclusively reveal the livery that the Ford Fiesta R5 will be running in the event, which will be available in-game later this year: Jon is also supported by a number of awesome sponsors who have helped make this happen – you can spot each company on the livery, but we want to give these guys a huge thank you right here, right now! So huge thanks must go to Thrustmaster, Playseat, Woodland, FDR Car Sales & Services, and Wind Turbine Engineering Ltd. “I first drove the Fiesta R5 at Rally Germany in 2017, and have been playing it in-game for the last few months,” said Jon Armstrong. “To be behind the wheel of a real one again is a really cool opportunity. I’m so grateful to Codemasters and all of my sponsors for making it happen – the competition is stiff, but I’m going to give it my all.” With more news to come on the forthcoming release of DiRT Rally 2.0 you can keep up with all the news and follow updates from the studio on Facebook, Twitter, YouTube, Instagram and Reddit. View the full article
  14. DiRT Rally 2.0 – Supported Peripherals List | Codemasters Blog Hi DiRT fans! As promised, please see below for a full list of peripherals DiRT Rally 2.0 will support at launch: Read the full story here
  15. Hi DiRT fans! As promised, please see below for a full list of peripherals DiRT Rally 2.0 will support at launch: Device Platform Fanatec ClubSport Handbrake (AO) PC Fanatec ClubSport Handbrake via Fanatec ClubSport USB Adapter (AO) PC Fanatec ClubSport Pedals V1 (AO) PC Fanatec ClubSport Pedals V2 (AO) PC Fanatec ClubSport Pedals V3 (AO) PC Fanatec ClubSport Shifter (SQ) (AO) PC Fanatec ClubSport Shifter (SQ) via Fanatec ClubSport USB Adapter (AO) PC Fanatec ClubSport Steering Wheel BMW GT2 (AO) PC Fanatec ClubSport Steering Wheel Formula (AO) PC Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) PC Fanatec ClubSport Steering Wheel Universal Hub for Xbox One (AO) PC Fanatec ClubSport USB Adapter (AO) PC Fanatec ClubSport Wheel Base v1 PC Fanatec ClubSport Wheel Base v2 PC Fanatec ClubSport Wheel Base v2.5 PC Fanatec CSL Elite Pedals (AO) PC Fanatec CSL Elite Racing Wheel – Officially licensed for PS4 PC Fanatec CSL Elite Racing Wheel – Officially licensed for PS4 (AO) PC Fanatec CSL Elite Wheel Base PC Fanatec CSL Steering Wheel McLaren GT3 (AO) PC Fanatec CSL Steering Wheel P1 for Xbox One (AO) PC Fanatec CSL Steering Wheel PS4 (AO) PC Generic Keyboard PC Generic Keyboard Azerty PC Logitech G25 Racing Wheel PC Logitech G27 Racing Wheel PC Logitech G29 Racing Wheel PC Logitech G920 Racing Wheel PC Official Xbox 360 Wired Pad PC Official Xbox 360 Wireless Pad PC Official Xbox One Wireless Pad PC SimSteering PC SimXperience AccuForce Pro PC SPEEDLINK Strike FX Gamepad PC SPEEDLINK Torid Gamepad PC Thrustmaster 2-Pedal Pedal Set (AO) PC Thrustmaster 599XX EVO 30 (AO) PC Thrustmaster Sparco® P310 (AO) PC Thrustmaster F1 (AO) PC Thrustmaster Ferrari 458 Italia Edition (AO) PC Thrustmaster Ferrari 488 Challenge Edition (AO) PC Thrustmaster Ferrari GTE (AO) PC Thrustmaster Leather 28 GT (AO) PC Thrustmaster T300 RS GT Edition PC Thrustmaster Sparco® R383 (AO) PC Thrustmaster T3PA Pro pedals (AO) PC Thrustmaster T80 PC Thrustmaster T150 PC Thrustmaster T300 RS PC Thrustmaster T500 RS PC Thrustmaster T500 RS F1 Advanced mode PC Thrustmaster T-GT PC Thrustmaster T.RJ12 USB Adapter (AO) PC Thrustmaster TH8 RS Shifter (AO) PC Thrustmaster TH8A Shifter (AO) PC Thrustmaster TMX Force Feedback PC Thrustmaster TS-PC Racer PC Thrustmaster TS-XW Racer PC Thrustmaster TSS Handbrake Sparco® Mod (AO) PC Thrustmaster TSS Handbrake Sparco® Mod+ (AO) PC Thrustmaster TX PC Fanatec ClubSport Handbrake (AO) PS4 Fanatec ClubSport Pedals V1 (AO) PS4 Fanatec ClubSport Pedals V2 (AO) PS4 Fanatec ClubSport Pedals V3 (AO) PS4 Fanatec ClubSport Shifter (SQ) (AO) PS4 Fanatec ClubSport Steering Wheel BMW GT2 (AO) PS4 Fanatec ClubSport Steering Wheel Formula (AO) PS4 Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) PS4 Fanatec ClubSport Steering Wheel Universal Hub (AO) PS4 Fanatec CSL Elite Pedals (AO) PS4 Fanatec CSL Elite Racing Wheel – Officially licensed for PS4 (AO) PS4 Fanatec CSL Steering Wheel McLaren GT3 (AO) PS4 Fanatec CSL Steering Wheel PS4 (AO) PS4 Fanatec CSR Elite Pedals (AO) PS4 Logitech G29 Racing Wheel PS4 PS Vita PS4 Thrustmaster 2-Pedal Pedal Set (AO) PS4 Thrustmaster 599XX EVO 30 (AO) PS4 Thrustmaster BT LED DISPLAY PS4 Thrustmaster F1 (AO) PS4 Thrustmaster Ferrari GTE (AO) PS4 TThrustmaster T300 RS GT Edition PS4 Thrustmaster Sparco® R383 (AO) PS4 Thrustmaster T3PA Pedals (AO) PS4 Thrustmaster T3PA Pro pedals (AO) PS4 Thrustmaster T80 PS4 Thrustmaster T150 PS4 Thrustmaster T300 RS PS4 Thrustmaster T500 RS PS4 Thrustmaster T-GT PS4 Thrustmaster TH8A Shifter (AO) PS4 Thrustmaster TM Leather 28 GT (AO) PS4 Thrustmaster TSS Handbrake Sparco® Mod+ (AO) PS4 Fanatec ClubSport Handbrake (AO) XB1 Fanatec ClubSport Pedals V1 (AO) XB1 Fanatec ClubSport Pedals V2 (AO) XB1 Fanatec ClubSport Pedals V3 (AO) XB1 Fanatec ClubSport Shifter (SQ) (AO) XB1 Fanatec ClubSport Steering Wheel BMW GT2 (AO) XB1 Fanatec ClubSport Steering Wheel Formula (AO) XB1 Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) XB1 Fanatec ClubSport Wheel Base v2 XB1 Fanatec ClubSport Wheel Base v2.5 XB1 Fanatec ClubSport Wheel Universal Hub for Xbox One (AO) XB1 Fanatec CSL Elite Pedals (AO) XB1 Fanatec CSL Elite Wheel XB1 Fanatec CSL Steering Wheel McLaren GT3 (AO) XB1 Fanatec CSL Steering Wheel P1 for Xbox One (AO) XB1 Fanatec CSR Pedals (AO) XB1 Logitech G920 Racing Wheel XB1 Thrustmaster 2-Pedal Pedal Set (AO) XB1 Thrustmaster 458 Italia (AO) XB1 Thrustmaster 599XX EVO 30 (AO) XB1 Thrustmaster F1 (AO) XB1 Thrustmaster Ferrari 458 Spider Racing XB1 Thrustmaster Ferrari GTE (AO) XB1 Thrustmaster Sparco® R383 (AO) XB1 Thrustmaster T3PA Pedals (AO) XB1 Thrustmaster T3PA Pro pedals (AO) XB1 Thrustmaster TH8A Shifter (AO) XB1 Thrustmaster TM Leather 28 GT (AO) XB1 Thrustmaster TMX Force Feedback XB1 Thrustmaster TS-XW Racer XB1 Thrustmaster TSS Handbrake Sparco® Mod+ (AO) XB1 Thrustmaster TX XB1 If you have any questions or would like to see a particular device added to the list, please let us know in all of the usual places. View the full article
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