Nowhere is the cre­ative ten­sion be­tween clas­sic and mod­ern de­sign tech­niques more ap­par­ent than in Play­tonic’s ap­proach to the game’s minecart runs. The tracks use a plugin from the Unity store, con­ceived pri­mar­ily for rac­ing games, but it’s in­tu­itive and flex­i­ble enough to cre­ate sprawl­ing tracks that wind around an en­tire world. Se­nior en­gi­neer Si­mon Gerges has been bal­anc­ing an arcade-like feel with a sim­u­la­tion-led ap­proach. “I’ve been pulling it more to­wards

Tri­als,” he says. Price, mean­while, has been push­ing it in an­other di­rec­tion. “Si­mon’s like a physi­cist and I’m try­ing to do a bad Miyamoto im­pres­sion. I mean, he wouldn’t mind whether air drag was this value or that value, would he?” The two have found a happy medium, us­ing a va­ri­ety of un­der-the-hood tweaks to con­trol speed, brak­ing and mo­men­tum. “It’s been a nice evo­lu­tion­ary process,” Price adds. “It re­ally em­braces our men­tal­ity of not both­er­ing to de­fine [a me­chanic] ex­actly and write it down in a de­sign doc. We’d rather go by feel.”

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