Meet the Road Trip Crew

We are excited to pull back the curtain and introduce the talented individuals driving the development of the Road Trip expansion for American Truck Simulator. This ambitious project is set to introduce several iconic passenger vehicles to our virtual highways. If you are eager to trade your big rig for a sleek car, don’t forget to add the Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist!

Road Trip Expansion Team

In this feature, we highlight the core Road Trip crew—the professionals bridging the gap between various departments, and the vehicle specialists responsible for meticulously crafting each car model. However, Road Trip is more than just a collection of new vehicles; it represents a collaborative effort involving game designers, physics programmers, and technical artists. Stay tuned for future “Under the Hood” installments, where we will dive deeper into the complex systems making this expansion possible.

Miňo – Producer

Miňo - Producer

Having joined SCS three years ago, I initially focused on the California Rework as an asset producer. My transition to the general production team coincided with the start of Road Trip, a project that allows me to coordinate with some of our most seasoned developers. This expansion is a monumental challenge, as it touches nearly every facet of the company. Finding a consensus on new features isn’t always easy, but my team is exceptional at navigating these hurdles. I am incredibly optimistic about the release and the technological foundation this project lays for the future of SCS.

Nicole – Assistant Producer

Nicole - Assistant Producer

I’ve been part of the SCS family for six months now, primarily supporting Miňo and the broader team. My background in Game Design has allowed me to contribute directly to the upcoming Exploration feature, which is a personal highlight for me. Road Trip is all about the spirit of discovery and the freedom of the open road. I believe players will find deep satisfaction in uncovering the history and significance of the landmarks we’ve integrated. Working alongside such supportive and creative professionals has been a fantastic experience.

Dubak – Project Map Lead

Dubak - Map Lead

With an eight-year tenure at SCS, I currently oversee Map DLC development for ATS, including the Illinois DLC and Special Transport. For the Road Trip project, my focus is on the design and implementation of map-specific content. Beyond just adding new cars, we are crafting a fundamentally different gameplay experience. Players will be able to appreciate the majestic American landscapes and sprawling urban centers from the unique, lower-profile perspective of a passenger vehicle.

Patrik – ATS Map Technical Lead

Patrik - Technical Lead

My primary contribution was establishing the technical infrastructure for Road Trip, specifically regarding discovery triggers and car-accessible gas stations. During the early stages, we used Oregon and Washington as testing grounds to determine the ideal density for these points of interest. Once we perfected the workflow, I developed a comprehensive manual for our map designers to ensure consistency across the entire world map. It’s been an iterative process, which is the heart of game development.

Pavel – Project Map Designer

Pavel - Map Designer

I have spent five years at SCS creating environments that allow players to travel through places they might never visit in person. For Road Trip, I concentrated on designing new fueling stations and rest areas tailored for smaller vehicles. This project offers a refreshing change of pace; it’s about enjoying the journey and visiting spots that are typically inaccessible to large cargo trucks. The shift in perspective really changes how you perceive the game world.

Michal – Senior Programmer

Michal - Senior Programmer

During my six years here, I’ve found my niche in bridging the gap between technical programming and creative design. I thrive on discussing mechanics and finding innovative solutions to push the gameplay forward. After working on the Driving Academy, moving to Road Trip has been a rewarding challenge. Its scale requires a high level of technical precision, making the development process incredibly satisfying.

Hynek – Programmer

Hynek - Programmer

My path from mathematics to game programming has been an exciting journey. At SCS, I handle gameplay features and the “living” parts of our world—interactive gates, AI behavior, and dynamic cargo. Road Trip is particularly compelling because we are essentially building a new game within the existing framework of ATS. I can’t wait for the community to see how these diverse systems interact.

Mjack – Senior Programmer

Mjack - Senior Programmer

In my 15 years with SCS, I’ve tackled countless technical hurdles. My expertise lies in the traffic systems and core gameplay loops. For Road Trip, I am focused on integrating project-specific features and ensuring they harmonize with the existing game engine. It is immensely rewarding to see years of design experience translate into a smooth, immersive experience for our players.

Jiří – Project Tester

Jiří - Tester

Though I joined SCS two years ago, my lifelong passion for gaming informs everything I do. As a tester, I act as the first line of defense, ensuring the experience is authentic and polished. I’m constantly questioning mechanics and providing feedback to ensure we meet the community’s expectations. As a player myself, I’m thrilled about the addition of cars. I can’t wait to play the final version at home—GG & WP, SCS!

Anton – Junior Game Designer

Anton - Designer

My role evolved from senior researcher to game designer, with a primary focus on the exploration gameplay loop. The challenge was making exploration feel meaningful in a world that players have already traversed for years. Drawing inspiration from the literary works of Thoreau and Whitman, I aimed to create a system that captures a sense of wonder and freedom. I hope players feel that same fascination with the virtual American landscape as they explore new horizons.

Martin – Senior 3D Graphic Designer (Vehicles)

Martin - Vehicle Designer

I’ve been involved since day one, helping select the vehicle lineup in coordination with our licensing team. My passion for automotive history really came into play during the research phase. Meeting owners, using 3D scanning, and digging through archives for vintage models like the 1967 Ford Mustang was a dream come true. I’ve poured my heart into these models, and I hope players share my enthusiasm for American automotive culture when they finally get behind the wheel.

Daniel – Vehicle Technical Leader

Daniel - Technical Leader

In my 13 years at SCS, I have moved from generalist to Technical Leader. My job involves collaborating with programmers to ensure car models are perfectly integrated into our engine. A major achievement for this project was the overhaul of interior materials to better simulate real-world textures. These visual upgrades provide a significant boost in realism without sacrificing performance, and best of all, these improvements will eventually benefit all our titles.

George – Vehicle Art Leader

George - Art Leader

I transitioned from the film industry to SCS in 2013, bringing a focus on visual realism. For Road Trip, I’ve had the opportunity to recreate a childhood favorite: the Dodge Viper GTS. It’s a privilege to translate such an iconic machine into our virtual world. I believe Road Trip will offer something for everyone, allowing players to traverse our beautiful landscapes in the car of their dreams.

Marula – Senior 3D Graphic Designer (Vehicles)

Marula - Vehicle Designer

I am currently finalizing the 2006 Crown Victoria for the Ford Car Pack. This vehicle is a true American staple, famous for its roles in law enforcement and as a ubiquitous taxi. Having spent my career modeling trucks, focusing on the nuances of a passenger car—like the civilian LX trim—is a refreshing and educational shift. The variety in this expansion, from legendary sedans to rugged SUVs, is truly impressive.

Lukáš – Senior 3D Graphic Designer (Vehicles)

Lukáš - Vehicle Designer

My specialty is high-fidelity modeling and photogrammetry. For this project, I handled the Ford F-150, managing everything from initial 3D scans to the final interior and exterior textures. Working with high-quality reference data and meeting car owners provided insights that simply aren’t available in technical manuals. I am excited for players to experience the level of detail we’ve achieved with these modern icons.

Andi – Senior 3D Graphic Designer (Vehicles)

Andi - Vehicle Designer

I was tasked with bringing the 1970 Dodge Charger and the 2023 Dodge Challenger to life. Each car presented distinct technical challenges, particularly in balancing visual fidelity with performance optimization in the interiors. Creating the textures and materials to make these cockpits feel “real” was the most rewarding part of the job. I hope you enjoy touring the States in these muscle cars.

Renju – Senior 3D Graphic Designer (Vehicles)

I have been part of the Vehicle team for four years, and Road Trip has allowed me to work on diverse models like the RAM 1500 and the Ford Bronco. It’s been a thrill to alternate between ultra-modern engineering and timeless classics. We’ve integrated an incredible amount of detail into these vehicles, and I can’t wait to see how the community reacts to driving them on the same roads they’ve conquered in their trucks.

To support the team and stay updated on the release, make sure to wishlist the Ford Car Pack and the RAM & Dodge Car Pack on Steam. You can also follow our latest updates via our newsletter or on X/Twitter, Facebook, and Instagram. Drive safe!

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