Born in '73 starting to use pc’s in 1985. (Zx Spectrum) passing thru Commodore C<64, creating digital music with the first digital sequencers on various Commodore Amigas,. I quit with pc’s in 1997 due to loss of interest, moving to static scale modeling. In late 2000, I went to my local friend and I saw one of the Need For Speed game (Hot Pursuit) and I was astonished to the level of detail reached by videogames in those four years. Few time later, i bought a brand new pc, and few months later a Force Feedback wheel, playing various Racing games. I was amazed by the feeling given by the Electronic Arts F12002 Demo, driving the McLaren of Mika Hakkinen at Albert Park (Melbourne) for hours. One day after, I bought it. Few months later, the big surprise was from a mod crew (now, the well-famed SiMBiN) that creates a free mod for EA's F12002, the GTR2002 (FIAGT Cars), that send me directly to massive online racegaming and subscribing for an ADSL service for online racing, with good results. Sharing my passion with a lot of people, meeting them at Monza and Adria, when WTCC (former ETCC) and FIAGT was a single event. Slowly, I let online gaming for editing, painting my first liveries for some 3D cars and different platforms, improving my 2D painting skills. I’ve painted a cars for a real FIAGT drivers, (i mean, the virtual counterpart of the car) and many others cars for various games, for friends, for me, no matter, it’s funny painting them, real of a fantasy one. After that, I start to convert tracks and getting the know-how of gMotor (F12002, F1Challenge, SiMBiN's GTR ) graphic engine. I really love its open architecture, producing a conversion of the Imola track in 2005 configuration for Simbin’s GTR, working hard and getting feedback from drivers who drove there, for bumps and road properties. After that, on the market comes rFactor, the perfect platform for develop cars and tracks without any restriction, with a good developer kit, so I start to convert Misano, a racetrack that i visited a lot during my childhood, was 1km from my hotel. I get enough experience in order to make the next step, create a real track from scratch. A word ……..’scratch’ used in scale modeling too, when someone create a model without a kit but using only raw materials. So I met Madhorse (Giovanni Mangione), (who cames from Quake3 and Unreal Tournamente 2004 modding scene) creating a lot of material for the famous mod Urban Terror and the less famous Roadkill Warriors for UT2k4. I was impressed by the quality of the Roadkill Warriors Mod, a Mad Max atmosphere. For some reason, many of his (and of the crew) efforts have not produced the adeguate ‘audience’, not for lack of quality of the mod for sure. We talked about this idea to produce Varano on rFactor, and when I met Giovanni I was impressed by the quantity of buildings he has done for 3dsmax, a ton of objects, seeing him tweaking 3dsmax on his laptop faster than light. 1+1… we get permit from the company that manage the real racetrack, taking photos and videos of kerbs, poles, walls, anything…. four months and was done for the public, (we started in september 2006, sure to end the job) often in spare time. Giovanni is e real talent and a pleasure to work with. It’s only the beginning. I've a close frendship with many modders around the world, expecially VirtuaLM guys are fantastic. I did Rouen (France) track for them, using an old 3d base done by a former member. I'm always in touch with Varano's staff, updating their web3d of the racetrack on their website.
More to come...