When the first footage of Over Jump Rally appeared online, it rightly caused quite a stir. Created using Unreal Engine 5, it offered a tantalising glimpse of what a modern-day Sega Rally could look like, complete with super-realistic car models, breathtaking environments and – of course – the trademark Sega Blue Sky.
Over Jump Rally is the work of Alessandro Schiassi, an Italian VFX artist and Sega Rally super-fan. The game's Steam page makes no secret of its inspiration. "Over Jump is an independent and unofficial tribute to Sega Rally Championship, the glorious arcade racing game from 1994," it reads. "The idea is to recreate it using Unreal Engine 5: refreshing the graphics to today's standards while keeping the same arcade driving style. This game is a proof-of-concept hoping to get Sega's approval."
Can this fan-made tribute really become a canon entry? Keen to learn more, we got in touch with Schiassi to talk about the most exciting rally video game in years.
Time Extension: Could you give us some background on your career so far?
Alessandro Schiassi: While studying Industrial Design at the Politecnico in Milan (my birthplace), I discovered a fan movie project called Metal Gear Solid: Philanthropy. I quickly joined the ranks and started learning Visual Effects, both as an on-set supervisor and compositor (the artist who puts all the elements together to create the final shot). The workload became quite substantial, also because the rest of the team was mainly in Veneto, so I had to go there every week. At one point, I decided to quit College and focus on this project full-time!
When the movie was released, it was praised by fans and even by Hideo Kojima himself! A few months later, in 2010, I moved to Los Angeles to continue my career as a VFX Artist. Then, about three years ago, I started learning Unreal Engine 5 and fell in love with it. I realized that my artistic skills could be easily implemented in this environment, and making video games has always been a dream growing up… and now a possibility, more accessible than ever!
What inspired you to create a tribute to Sega Rally? What is it about that game that makes you love it?
While learning UE5, I wanted to take the same approach I used when learning VFX back in the day, with all the pros and cons of using someone else's IP.
Remakes are fascinating, especially of games from the '90s when 3D tech was new and there was a lot of approximation. This is perfect for using the original game as a blueprint while having plenty of artistic freedom.
Sega, in particular, seemed quite open about fan projects, often turning them into official titles, such as Sonic Mania and Streets of Rage 4.
When I was reviewing all the games I played on my Saturn back in the day, Sega Rally stood out for various reasons: it was an arcade racing game with very simple game mechanics, and it could use the built-in UE5 physics engine specifically made for vehicles, so animations or heavy programming weren't necessary.
It also had real-life models, which can be easily found and purchased: there is no need to model and texture anything! Last but not least, most environments are natural landscapes, which are quite easy to create within UE5.
I also have fond memories of that game, as I played it over and over, especially with my brother. Overall, it's still considered by fans one of the best racing games ever made, with its intuitive controls and memorable OST.
Most Sega fans would agree that Over Jump looks EXACTLY what they'd expect their dream next-gen Sega Rally to look like - how difficult has it been to achieve such visual quality?
It turned out to be quite a challenge! Luckily, my background in compositing and colour grading turned out to be extremely helpful.
When you have to match elements (CGI or footage) on a live-action plate, you must learn about the technical aspects of colour grading. A similar concept can be applied to 3D assets imported into the engine. Then, of course, the main heavy lifting is done by the Post Process-Volume, where you can adjust various parameters… but there's more! Realistic lighting comes from a multitude of places. Even the sky is casting light (which is extremely helpful to avoid shadows being too dark). Additional elements like volumetric local fog and god's rays can be used to enhance specific areas.
In my remake, I also wanted to add a couple of sections of the track that weren't present in the original, namely the Waterfall (with a misty area around) and the Burned Area (with, of course, smoke).
Overall, it's been a constant tweaking and fighting against physically-based materials and how the original looked in terms of saturation, colour palette, and contrast.
The most essential element, of course, is the classic Sega Blue Sky! Nowadays, skies in games are often too overexposed and desaturated, which is something I wanted to avoid at all costs.
Fans love that element, making it stand out from any other racing game in the past decade.
Sega Rally continues to attract praise for its realistic handling - its team even went as far as to visit real-life rally events to get a feel for how the cars handle. How are you ensuring that Over Jump is as faithful to the real sport as its inspiration was?
I'm honestly not, really! I watched quite a lot of footage of the cars appearing in the original game, to get an idea, but most of my focus was on how the game felt like. Yes, they were going to get as close as possible to a real car, while also keeping it fun for an arcade experience.
In my case, starting with Unreal Engine 5's Chaos Vehicle (the proprietary physics engine I mentioned earlier), I had to go the other way around, pushing the limits of what a real car would drive under such extreme conditions (like the swift acceleration in the original, clocking 1-100Kmh in just one second!).
Overall, I have no love for sim racing games. They feel like a step down from what Sega achieved in the '90s with its arcade racing games without actually making them any more fun.
I understand this is a very hot take for most racing games enthusiasts, but unless you have a moving rig with full steering support and force feedback, you'd be better off playing an arcade racing game for that adrenaline rush.
It's safe to say that Over Jump Rally is a game designed for people who are not into racing games, just like myself (and likely most of the fans of the original Sega Rally). However, feedback has been very positive from fans of the genre as well, who are probably happy to play something different for once. And fast. Very, very fast!
How did you get Johnny Gioeli involved with the project?
I honestly just wrote him a DM on his Instagram profile! He replied the day after, and then we moved to emails. His professionalism and approachability were truly outstanding! The whole process of creating the original song, 'The Machine', has been a great experience! I just gave him some inspirations (mostly "it should sound like 'Live & Learn' and 'Gettin' Muddy', the Mountain track from the original Sega Rally) and a list of cool concepts about rally racing.
He wrote that "Game Over" part, and I suggested adding a "Yeah" after it… fans surely caught that detail!
I also had the pleasure of seeing him perform during the Sonic Symphony tour here in Los Angeles a few months back. I couldn't believe that the same man who wrote an original song for my project was jumping around entertaining a full theatre!
I also need to mention how many people recognized his voice from the previous video I released, which confirms his legendary status among Sega fans.
The Steam page says that you hope to gain Sega's approval with the game - are you hoping that it eventually becomes an official part of the Sega Rally series? Have any conversations taken place with Sega so far?
Yes, the plan since day one has been to turn this into an official Sega Rally remake. I named the project "Over Jump Rally" both because I wanted the option to continue as an independent game (if needed) and because I feel like I should work for that title as a badge of honour, not something I'd just give to myself.
I can't disclose the situation with Sega at this point; I just encourage fans to wishlist the game on Steam so they have proper data to show them when the time comes. It's basically a proof-of-concept to show interest in this IP.
If Sega doesn't want to be involved, what's the plan from that point?
It depends on how the demo is received and how many wishlists we can get, which would help get external funding.
I would have to see how I'd personally take the rejection, as it could be heavy on the motivation side. I have other projects in mind with different genres, so I might move to those instead.
Do you have any plans to release Over Jump on consoles?
Absolutely! I grew up playing exclusively on consoles. An arcade racing game would likely get more traction there, anyway, as it's specifically calibrated to be played with a controller. But don't worry—wheel support (with force feedback) is coming as well! That's by far the most requested feature.
I'm currently focusing on a PC release since it's more straightforward, but I'm definitely considering a console one.
Are there any other classic racing series you'd like to tackle in the future?
One of the pitches I'd like to bring to Sega is a revival of the "Sega Racing Universe," which would include other titles to be remade with the same formula. Picture a Daytona USA (perhaps called "Rolling Start") with next-gen graphics, more realistic car crashes, and up to 40 players online! Or a Sega Touring Car remake, with those amazing touring cars and the return of that amazing OST. Last but not least, a remake of Scud Race would be fantastic!
I might be interested in being involved just as an Art Director, as I'd like to focus on other genres in terms of gameplay, but it would be quite interesting anyway.
The other only title outside Sega IPs I'd love to work on would be a next-gen remake of WipEout 2097. Same music, same gameplay, just a bump in the graphics. Again, the Over Jump Rally formula in action.
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Played the beta ( which I cant get to run anymore for some reason )
It's visually so far removed from Sega Rally its almost impossible to make comparisons.
But its still amazing to behold.
Here is hoping not just Sega is willing to play ball, but Toyota and Lancia as well.
It kinda says something though, when one dude can do a better job on a new "Sega Rally" game than the whole of Sega.
And, honestly, I'd apply that thinking so almost every new version of a classic Sega IP in recent times. With Sonic Mania being easily better than anything Sega has churned out in that franchise is decades imo.
PS. VR support at some point, please.
"The other only title outside Sega IPs I'd love to work on would be a next-gen remake of WipEout 2097. Same music, same gameplay, just a bump in the graphics. Again, the Over Jump Rally formula in action."
Oh, my God, yes!
Just like the situation with Sega and it doing modern versions of its beloved IPs, I don't think anyone has truly captured that classic WipEout/WipEout 2097/WipEout 3 look and feel in any of the modern versions. They keep over designing the course details, especially how much markings and details are on the actual track part, to the point that all the new more "realistic" versions actually look less realistic and more artificial than ever imo. In racing, especially if you're going at hundreds of miles per hour, it's sooo important to be able to visually read the track at a glance. The newer games completely screw that aspect up, with all these weird random textures and holes and reflections and transparencies and colours and whatever on the track surfaces.
If you can make a modern 2097 on par with your Over Jump Rally game, I'd be all over that.
And, again, VR support, please.
Looks great. Been following on Twitter and wish the guy all the luck in the world.
It also made me remember 90s Arcade Racer, and Nicalis. Sigh. Let's hope he can avoid a situation like that.
@gingerbeardman I'm still sore about that whole episode. Last time I spoke to the developer, he said he basically has no control over when the game gets released. A real shame, given how promising it looked, even a decade ago.
Nobody makes a Sega game like a Sega fan. 30 years ago that would have made zero sense to anybody, now it’s becoming more of a fact than ever
@Damo a real shame that Nicalis could do that. Always read the small print, eh!?
I really dig this... I hope he is successful and I hope it comes to Nintendo switch or Nintendo switch 2 I should say. Dirt is fun at all but in my opinion it strays too far into realistic I think this game could do wonderfully sales-wise if he nails The controls and feeling, I was super surprised how much fun I have had with the new cruis'n USA game on switch.
@RetroGames
Tad harsh I feel. I thought the two X360 games were absolutely brilliant.
What's that bit about "former Sega Rally composer Johnny Gioeli"?
I think that's a mistake... unless Gioeli worked on some later Sega Rally games, and I somehow never knew it. (Within the Sega fandom, he's best known for doing the vocals in a number of Sonic games.)
Otherwise, really enjoyed the interview. Here's hoping this game can see a release, with or even without Sega.
I actually am on the Sega Rally Discord he started, I Really want this game to appeal to Sega especially since they want to reboot Crazy Taxi and Golden Axe, Kenji Sasaki, the original Director of Sega Rally has given it his blessing, and so has the original co-driver of Sega Rally, Kenneth Ibrahim. I'm hoping that
If Sega pick it up Sasaki could work on it as I actually discovered that even if he doesn't really work for Sega anymore, Sasaki has a company called Bitster which worked on "Sega World Drivers Championship 2019" which uses Unreal Engine albeit an earlier version than Over Jumps.
I really want this game to become real and I hope Sega approves of it, I'll be very sad if they don't but I'm hoping we get a new Sega Rally, as I said Bitster is another company I hope works on a new Sega Rally.
New Generations need to see this game as this game was my Childhood, I remember playing it in my parents bedroom of my Grandparents old house and I also played it as a Child, don't let this game die Sega!
@mjparker77 I was really impressed with them at the time, actually leaving ruts in the track and having that affect the grip and handling of the cars really felt special. The mud splattering on the cars and being washed off by puddles looked amazing too.
I tried replaying it recently on the Steam Deck and while it still looks and plays well, on a couple of tracks the AI car in first place is basically impossible to catch, which kind of spoils it. 😢 When practicing on single race mode the AI is easy to catch up, so maybe it’s a bug?
@mjparker77
Two ?
Revo and ?
Arcade ?
@BulkSlash
The AI is insane in all four versions, but none more so than the psp version.
That turns it to 11.
This guy is talking my language, a true Sega racing arcade revival. Been watching this title grow for months now. A new Scud race, Daytona USA, Outrun. Would also be amazing.
I adore sega Racers. Beautiful blue skies! Ngl I misread the title ad Sega hiring the creator. Now I know this a much scarier situation. Hope things work out for him.
@gingerbeardman Seems like getting bought out really destroyed that project. At least, I know absolutely nothing about where it's at now. And it's been like a decade. That's just so disappointing and frustrating. It was looking genuinely great. I bet if it does eventually release, they'll have found some way to ruin it or something too.
I hope it can be official. Hopefully Sega works with them.
Yes please, a remake of Wipeout 2097 - one of the most iconic anti grav racers of all time!
Almost thought it was the Indie that made a different game and was making some that is like Sega Rally in the older style at first but this being a different one I mean sure.... To me the thing is I want more interesting ideas not just a successor or nostalgia excuse. So to me both aren't exciting enough.
Burnout was a good racing game for non-racing fans. Crash mode or just general modes. Making this is fine but it only does so much for that audience then it does the hardcore/nostalgic or me wanting more out of them then just a successor and nothing else to modernise it (I don't mean in themes/dialogue or generation I mean in just offering content of modes or physics or something) or make it stand out. Just replicating/repeating history isn't satisfying. Modes are why I find most racing games boring nowadays or the presentation in menus being so boring and streaming service like give me something exciting to look at, play of modes and fair amount of cars sure with whatever physics. But MODES matter.
Racing to me is fair it doesn't need to have weapons like a kart racer but I mean when shooters are as boring as they are and racing is boring me it says a lot when we get safe experiences. It's why Bright Memory Infinite (1 person, AAA looking quality, no matter how short, good refreshing ideas among that quality not just wow AAA quality, solo dev and recycling history sigh) was exciting and yet Immortals of Aveum as awkward as it was give me a fantasy spin then recycling history/other things a shooter generically fits into. Where is the imagination or game aspect of it.
If the tracks have presentation of seasons or dips or cars have whatever damage/details or whatever that's fine but I don't need realism I just other fun aspects in the games which we don't see.
If no interesting new modes or spins on existing ones and just the same cars over and over again or boring tracks why should I bother other than 'it's newer' or 'it's in such and such style' or 'it's how I remember it'. Using different cars was fun because of how you use them not just because the real life ones were there. Gaming to use them besides the fun of driving the real or arcade physics, what real/fictional tracks were fun to drive on not just the license.
Events giving reason to drive them not just yep time trials and racing....... Restrictions to the campaign events or different modes. Giving reasons to want to keep playing not just yep. Drifting being fun, cone modes, bowling, anything else.
The level design sure but how the level design is designed.
I remember more compelling niche games because of their ideas on top of the greats, because they had great ideas not just because oh insert cars/track/music/branding/nostalgia here.
I forget half these newer Indie or AAA racing games exist because they are so boring and nothing sets them apart.
Making games stand out is nonexistent anymore because the lines of that are so thin it's weird they don't get sued or oh it's different code or brand deals so it's fine?
Where is the imagination to try something different not nostalgia sell to us all the time. Give us something else "WITH what it's offering' but nope we get recycled to a tee with different code and assets but the same general experience. Audiences want nostalgia for particular reasons. I want more exciting games and we don't see them. I'll gladly play a new Sega Rally or WipEout but I got Redout or Fast Racing or other rally games I can play. I don't need insert brand here. I don't need the name, the feel and so on to be there. The nostalgia/emotion. I just find other games to play 'if they offer anything worth my time' but they don't. Just history recycling.
They can get good at replicating it but if it's nothing exciting alongside that what makes it worth while? Why bother? Oh it's newer and we don't need a Saturn or PS3/360/PSP gotcha or the emotions/what they offered. Sure but why should I buy the other Sega Rally inspired games?
I have had more fun playing WRC 3 the gate or combo modes in that were more fun to me of a campaign or MotoGP games management system or the challenge or MotoGP3's 20 custom fake tracks that offered interesting side modes. Why because they actually offer something different or FUN. Just teams or just branding isn't exciting to me if every game has them or the changed tracks/stages. I need something else to be compelling even if a little bit.
I don't care if it's a touge/hillclimbs that are dead or just gate/cone modes or something else more than just races/time trials/elimination seriously.
To me the cars are fine but I get more thrills 'using them in different situations' then just seeing the models/assets over and over again.
I want new ideas not recycling history for easy sales. If inspired sure but so many inspired lack their own ideas besides being too heavily inspired.
There is a reason I thought Ride 4 was a good continuation of Forza Motorsport 1 & 2's region system, it's a hard game and sucks as so do the many MotoGP games nowadays being hard to play but the different mechanics or progression is necessary to stand out among every other racing game and also show the genre can still do things not be as stereotypical and repetitive of annual games or recycling cars like people seem to want to. It's the most mechanically dry right now. Surface level offerings are just sad.
Why WRC 2023 I don't know how similar it is to Sega GT or Pure (the Disney ATV game) car or ATV builders. No different to if a robot had parts to separate but the chassis or parts from other cars to build with. Or could be fictional.
Or we could have Wreckfest silliness or Flatout it's obstacle course minigames. Racing games currently just suck.
I want mechanics not just car branding, boring repetitive modes and no new ones to offer. Sick of real life and branding being the thing for audiences. What happened to creativity or arcade handling. Does everything HAVE to have a real reference seriously. Why have imagination or what games are good at 'being ANYTHING'.
It's like with shooters they are arcadey to play yet have history settings we can't have fictional settings as much anymore or fictional weapons. I get the themes of reality and such is a bit much but some did it but still had fair ideas in them of mechanics. It's the only reason I buy 7th gen shooters the mechanics as the stories/worlds are ok but nothing special.
Even the upcoming Switch one is just like Grid Autosport but less exciting and too much budget in the cars/classes then modes.
Offer some new ideas, any different mode types not just branding/licenses and repetitive modes seriously the genre is getting boring.
Mechanics over licenses and 'roleplaying' or nostalgia. I've had enough of authenticity. I got that while playing the compelling mechanics in 5-6th gen as well now those are gone and the authenticity is 'fine' but not that exciting to compete with.
It's like many games dumbing things down all the time. From the rewind system from Alfa Romeo Racing Italiano to Grid 2008 to Forza Motorsport 3, to continued 10 years later or animal games to others. Characters get more bland to play as, mechanical depth just going backwards. Because I assume all people care about are the worlds/characters when to me they are pretty safe or passable but if playing isn't fun the world doesn't have enough value to me to explore it/enjoy the laps around tracks or other racing modes/event types or restrictions not just candy car rewards throwing them at the player when I didn't earn them really or can't even use them in events and why would I want a reward car to use in arcade mode anyway.
7th+ gen especially 8/9th has been boring and lost that mechanical or mode/event variety fun they used to have and some haven't been followed up. Like i said Ride 4/WRC 2023 as examples because the rest aren't offering that.
If people want just races/deathmatch how boring. Or just care about cars/guns sigh says a lot how basic or superficial things get or simple and boring to play.
Redout/Fast Racing sure or Inertial Drift/Distance but that's different.
It's like when games barely offer shortcuts in kart racers or the double characters or a mission/challenges mode, in arcade/sims I get they can't but I mean offer something exciting.,
The excitement in racing games is lacking for me because of how they handle them.
I like cars sure but I also want gameplay depth and I see it going away more and more.
I want a new Sega, Konami (Enthusia, Thrilldrive, GTI Club tomato or soccer modes like PSP entry) or Capcom (Auto Modellista, Group S Challenge) racing game as much as the next person but I also want DEPTH in them too.
Literally my favourite game of ALL TIME. I do hope this can shake the typical Unreal Engine look though, and really take on a SEGA Rally vibe. The whole charm was in the hand-crafted tracks and their iconic scenery. I really dislike the look of stuff like UE5's nanite, because it just screams procedural generation. I know it is, but I dunno, I guess it looks sterile to me. Although, at least I can tell which parts of which track each of these featured screen shots are - that's promising!
I did actually try the 2022 demo, and it ran like garbage on my gaming laptop back then, so I'm hoping it was an optimization issue and UE5 will run on my laptop
Also, please please PLEASE nail the physics, and base them on SRC. I don't even think any of the rally sequels got near the OG handling, despite being a lot of fun!
Incredible game, still I don't get why it needs to have the Sega brand attach to it when he could just release it without one. Just finished the game and release it as your own original work, that way you don't have to worry about license conflict. Chances are Sega is likely gonna say no. Also while Sonic Mania was made official from a fan game, Streets of Rage 4 is not. That game is fully license by Sega themselves and is made by an indie dev, not a fan.
I feel like SEGA’s games had the same impact on us in the 90s, as The Beatles had on music lovers in the 60s. Two decades later, some fans turn into accomplished artists themselves. Amazing talent always requires proper inspiration. Some of the best 80s’ music artists were just as impressed with the sound of the 60s, as gamers were in love with what we’ve played in the 90s.
It’ll be interesting to observe whether AI can replace human inspiration in the near future. Copying heart/soul with zeroes/ones seems like an impossibly tall order.
Love you, Alessandro and fingers crossed SEGA will bite!
@RetroGames Nicalis were the Limited Run Games of their day, eh? The less said about each of those companies the better.
@AJB83 Those are not procedurally generated, they are high-quality, high-poly models. Yes, Nanite made this possible, and it was about time.
That's the final looks of the game, btw!
As for the demo, I spent quite a lot of time optimizing it since the Alpha (where it was VERY raw on that aspect) and UE5 got much better in that regard as well.
The physics are extremely close to SRC (a mix of the arcade and Saturn version). Even better, if I may add. It's challenging but extremely satisfying when you get the drifting right. It puts a smile on my face every single time, even if I looped this track thousands of times!
@Gryzor Thank you! And I agree, Sega games have been a HUGE inspiration in my artist's career! It felt it was time to give back and, hopefully, inspire new generations.
@vfXander Thanks and good luck! Your game is on my Steam wishlist, ever since it was covered here last July =)
Good luck to Alessandro. Scud Race is something I'd love to see brought back. Just something about that game is magical to me.
@vfXander This is great to hear. When will another demo be released? I'd love to give it a crack!
Also, I'd love to do a remix for the game - SEGA Rally is one of my favourite game soundtracks, and I know it off by heart
@AJB83 Fairly soon! Most of the demo is ready, especially on the visual department. Car handling is also 100%. Sfx are in a good spot as well. What's completely missing is the game logic (checkpoints, timers, records), car/track selection (as in AT/MT and the direction), and the dynamic VFX (dust/ashes being kicked up). 1-2 months is my estimate!
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