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The light comes on.

The opening of PocketGP is a light coming on and a car rolling in. It’s also the clearest way I can explain how I’ve been thinking about the whole game.

The opening of PocketGP: a dark, empty room with a soft pool of light on the floor, and a black and silver car with red-banded tires rolling in from the right, its nose and front wheel in the light and its reflection on the floor.
In the game. The car rolling out of the dark into the light.

I want to talk about the intro for a second.

When you open PocketGP, it starts dark. Then a light clicks on, like someone flipping a switch in an empty warehouse, and a car rolls in out of the dark with its engine idling. It turns in the light, the music comes in, and then you’re at the menu. It’s about ten seconds.

That little moment really represents how I’ve been thinking about PocketGP this whole time.

Open-wheel racing has a lot going on. I love all of it, but I didn’t want to build all of it. I wanted to pick out the parts I enjoy most, the speed, the colour, the sound of the engine, a pit stop done right, and give each of them room. Almost like presenting them as premium products, one at a time, under a spotlight.

That’s why the car comes in on its own. No menu yet, nothing to read. Just the car and the light. If that moment feels right to you, I think you already get what the rest of the game is going for.

And it’s the approach for the whole game, not just the intro. A five-lap race takes a few minutes. The drone camera does the work of making it feel fast. The race engineer talks to you like he’s on your team. Whenever I wanted to add something, I tried to ask whether it made one of those moments better, or just made the game bigger.

I feel like sometimes the premium is in the simplicity. It’s really about focusing on those essential details, instead of trying to pack as much into the game as possible.

That’s the approach I’ve been taking with PocketGP. I hope you enjoy it.

KA

PocketGP is coming to iPhone.

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