SGA: The environment itself is composed of real locations. The technologies in these areas are changing quite quickly, and every day there is some new optimization that enables some more wonderful views. However, our engine and rendering teams have certainly put in a lot of work to ensure that players, once they climb the top of Canyonlands, can enjoy the view in all directions. I think it also helps that the environment came from GPS data, so the nature around is vast and chaotic. are mostly linear in themselves: someone moving forward will continue forward by their own inertia or acceleration, and we can prioritize things to render and load accordingly. The disciplines we have, such as cycling, skiing, flying, etc. SGA: In such a big world there are no limits, no loading – how did you achieve this from a technical side? ![]() In Riders Republic, people can find that experience, but also some completely different, unexpected experiences, friendships and other opportunities. In Steep, all those things were secondary or non-existent because it was conceived as an experience between the person playing and the mountain they are on, and it does that beautifully. Of course, this whole socialization thing includes the need to find interesting content on the map, grouping players, emotes, etc. To bring this to life, we needed to come up with solutions that would enable a bunch of people to compete and socialize, which meant we had to design challenges, but also leave room for players to add their own details to it. Starting with the name, the focus in Riders Republic is on playing with others, on the fun that comes from having a large number of players on the same mountain. What have you added to make the gaming experience bigger? SGA: After Steep reached a cult status within a certain number of players and enough feedback was collected (all of which was in the direction of: “We want a real online experience”), the idea for Riders Republic was born. The lead studio for the game is Ubisoft Annecy, with whom we also worked on Steep, which is the predecessor of the Riders Republic game, which was actually where the idea was born from. The focus of the game is on camaraderie and adrenaline, and the game world is made up of a bunch of national parks (including Bryce, Yosemite, Sequoia and Teton among others) merged into one huge map. Riders Republic is actually a game we released last year, a sports game where up to 64 players can compete in races with each other, enjoy different extreme sports and play in several different arenas, mods with smaller teams of people. I was initially given the position of Engine developer, where I worked for a year before it became clear to me that I could contribute more in a lead position, which coincided with the needs of the project and I moved to lead a part of the Belgrade Gameplay team of Riders Republic. After I came back, I found a place for myself in the Ubisoft Belgrade studio, on the Riders Republic project, where I still work to this day. As soon as 2015, I had the opportunity to go to California for PhD studies, where I worked on automated compiler testing, so I abandoned game dev entirely for a couple of years. Around 2013, after a couple of years working on various non-game dev jobs, I came to Belgrade and started getting involved in the indie scene – helping with the organization of Global Game Jams, workshops and meeting many wonderful people who shared their ideas and wanted to hang out and talk about game dev topics. I’ve been doing game development on the side for a long time, but I’ve never “upgraded” it into something I actually do as a day job. ![]() I was born in 1987 in Kikinda, where I graduated from high school, and then in Novi Sad, I studied computer science at the Faculty of Sciences, University of Novi Sad.
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