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Wednesday, November 10, 2010

F1 2010 Features four tracks built by Bangalore-based Dhruva Interactive PC PS3 X360

Dhruva Interactive, India’s leading provider of game development services, has created and delivered race tracks in the newly released F1 2010, the official video game of the 2010 FIA FORMULA ONE WORLD CHAMPIONSHIP, developed and published by Codemasters, a leading developer and publisher of world-class video games. The game is Codemasters biggest release to date, with a 2 million unit worldwide launch starting with its release in North America on 21stSept 2010.







 F1 2010 includes all of the official teams, drivers and circuits featuring from this season’s thrilling competition. The game has been hailed as the most impressive and realistic of the series, taking into account the deep detail the developers have put in into the tracks, weather and cars. The game has been critically acclaimed and has garnered top ratings in its reviews. More information on the game is available at www.formula1-game.com.

Rajesh Rao, Founder and CEO of Dhruva Interactive, said: “We are extremely happy to have contributed to this game, F1 2010 is clearly one of the biggest racing game releases of 2010. We are really happy that Codemasters continues to trust us as a reliable and high quality service provider; we’ve contributed to several of their hit titles over the last nine years. This long standing relationship is a testimony to the high standards of service that Dhruva strives to maintain.”
Speaking about the game itself, he added “The game necessitated that all aspects including the tracks were as realistic as possible and required a great adherence to detail… and that was exactly what we delivered!”

Alex McLean, Studio Head of Codemasters Birmingham Studio said: “Dhruva have delivered high quality content to specification, and have consistently done so on time.”

Mukund Rao, Dhruva’s Studio Manager said: “We created four complete tracks for the game; Singapore, Monaco, Valencia and Abu Dhabi. The race environments were challenging as they needed a large amount of visual data to be present in the viewport, we had to employ a fairly complex setup to manage this.”


JJGames.com