Skip to content

Fix Gaming Channel

Indie Game News, Reviews and Developer Interviews

  • Home
  • News
    • Industry News
    • Videos
    • Security & Scam Alerts
  • Indie Spotlight
  • Reviews
  • Interviews
    • Developers
    • Industry insiders
    • Art in Games
  • About Us
    • Support
    • Inside Fix Gaming
    • Contact
  • Fix Access
  • Indie Dev Guides
  • Fix Stories
    • Submit to Fix Stories
  • Toggle search form

Behind the Wheel of Classic Sport Driving – A Q&A with Pixel Wrappers

Posted on February 25, 2024May 8, 2025 By Ronny Fiksdahl

If you grew up on classic racing games, Classic Sport Driving is probably the kind of game you’ve been missing. It’s made by Sylvain, a guy who knows racing and coding inside out. He’s spent over 20 years developing games, with a background in physics and a serious love for everything fast and competitive. With his team at Pixel Wrappers, he set out to make a racing game that feels like the old favorites but still holds up today.

I caught up with Sylvain to hear how it all came together — from the early ideas to the real challenges that popped up along the way. We talked about why player feedback mattered so much, where the game’s cool look comes from, and how a small team can still pull off something this good. He also shared a bit about what’s next for Classic Sport Driving and what he’s learned from the whole experience.


Q: How did feedback from early versions or tests shape the final game? Were there any specific suggestions that led to big changes?

Early feedback was absolutely crucial. In indie game development, it’s easy to get tunnel vision on your own vision and miss out on key game design aspects. For Classic Sport Driving, our playtesting sessions revealed that blind crests were particularly challenging for new players. This feedback directly influenced our decision to adjust the track generator, ensuring it always gives players just enough time to brake when a curve is hidden behind a crest. We’re still actively incorporating player feedback into our development process. In fact, soon, we plan to make AI behavior 100% reproducible across runs to enhance the intensity of the time attack competition.


Q: The hand-drawn graphics and the weather system add so much to the game. Who created the graphics, and how does the weather change the way you play?

The hand-drawn graphics, which have become a defining feature of our game, were created by Jill Goritschnig. She’s done an incredible job of making the game visually unique, especially on wide screens. The weather system, with elements like rain and snow, affects the grip players have on their tires. It’s not as pronounced as in real life to keep the gameplay fast, but it does require players to brake a bit earlier, especially in pro mode. The combination of rain and night can also dramatically alter visibility, adding a challenging twist that players who’ve reached the last race of the solo campaign can attest to.

Q: Did you take any big risks or make unconventional decisions during development? How did these choices affect the game?

Indie game development is inherently risky. Starting from zero and bringing a game to release involves a massive amount of work, much of which goes unseen. Personally, I’m incredibly proud of the work we’ve accomplished, the team we’ve built, and the quality we’ve delivered. However, making the game known and achieving financial success has been challenging.

Q: What kept you motivated during both the tough and good times while working on Classic Sport Driving?

Without a doubt, the community has been our main source of motivation. Engaging with other developers and players on social media and becoming part of the supportive indie gaming community has been incredibly rewarding. Sharing updates about our game and being actively involved in the community has been crucial from day one.

Q: Looking back on creating Classic Sport Driving, how do you think this experience will shape your future projects? Are there any lessons you’re taking forward?

This experience has underscored the importance of early playtesting and the need to seek funding or publishing partners sooner. There’s a lot of experience and components we’ll be able to apply to future projects — not just the visible things like the track generator but also many smaller yet significant elements under the hood.

Q: What drew you to making a racing game, especially with a retro style? How do these passions influence the game’s design?

My passion for racing, including my own experience racing bikes in real life, was a big driver behind Classic Sport Driving. This game is a competitive retro game remake at its heart, inspired by classic racing games on the Amiga, particularly Lotus Turbo Challenge. My love for racing and these classic games heavily influenced the game’s design.

Q: Is there something special you’d like to share with our readers and gamers at the Fix Gaming Channel? Maybe some inside info on the game, hints about what’s next, or just a shout-out?

Work on Classic Sport Driving is far from over. We have plans for new menus and game modes, and we’re committed to keeping the online competition as lively as possible. While a new project isn’t immediately on the horizon, I’m already exploring possibilities and starting to make contacts for a potential second game. I’d like to extend a call to low poly artists or pixel artists interested in joining forces for a racing game project — please, get in touch!


Meet the Pixel Wrappers Team

At the heart of Classic Sport Driving is the Pixel Wrappers team — a talented group of individuals, each bringing their unique skills to the project:

  • Sylvain is the visionary, blending his love for retro racing and technical prowess into the game’s design and code.
  • Jill crafts distinctive hand-drawn graphics, balancing retro charm with modern aesthetics.
  • Philipp focuses on car modeling, ensuring the vehicles stand out with detailed 3D designs.
  • Koscape enriches the game with an eclectic soundtrack, from ambient to high-energy tracks.
  • Laurent adds depth with immersive sound design, capturing the essence of racing.
  • Andrew connects the game with its community, driving engagement and building a fanbase.

Talking with Sylvain, it’s easy to see how much heart went into Classic Sport Driving. It’s not just a tribute to the classics — it’s a project built on real passion, a lot of hard work, and a love for racing that shines through in every part of the game. And this feels like just the beginning for Pixel Wrappers, with updates on the way and new ideas already brewing.

For everyone here at Fix Gaming Channel — and for gamers who still love the magic of a great racing game — Classic Sport Driving is a reminder of what happens when creativity and dedication collide. We’re excited to see where Sylvain and his team go next.


Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

Developers, Interviews

Post navigation

Previous Post: Final Fantasy VII Rebirth in a New Ps5 Era Launching February 29 2024
Next Post: High Seas Adventure: Free Trial of Ubisoft’s Skull and Bones Available Now!

Related Posts

  • Six Millennium Whisper characters in a colourful grid with the game logo across the centre.
    Millennium Whisper Interview: Ethical AI and Actor-Led Relationships Developers
  • Overkill Squad key art showing a muscular rhino and a squad of gun-toting animal characters battling in a fiery cartoon battlefield.
    Overkill Squad Hits Steam With Chaotic Twin-Stick Action, Launch Discount & Dev Q&A Developers
  • Outside the Blocks key art with logo and creative tools
    Outside the Blocks: Interview with Solo Dev Michał Kubas Developers
  • Space Revolver — Gamescom Asia mini-interview thumbnail showing pixel-art astronaut and title screen
    Space Revolver Interview — Rotating-Map Sokoban from MKstudio Developers
  • RAD: Repeat After Death key art — a small hooded figure faces a purple portal, with colorful doorway spirits surrounding the path
    Interview: RAD — Repeat After Death makes your last run the enemy (Steam demo). Developers
  • Facepunch logo with Garry’s Mod and Rust icons over a red backdrop — Gamescom Asia header artwork
    Facepunch Interview — Rust, s&box & Garry’s Mod Developers
  • Game of the Week #19— a clean, confident RTS that shines under pressure Developers
  • NEOWIZ’s global publishing & originality — a Q&A with Brand Director Justin Carnahan Industry Insiders
  • RoboCop stands ready with gun drawn in front of OmniTower, surrounded by fire, drones, and enemy lasers in the Unfinished Business DLC key art.
    RoboCop: Rogue City – Unfinished Business Is Crashing for Many Players Games
  • Spaceship flying through lightning storm in Underspace game
    Major Update and Exciting Features Arrive With Underspace During Steam Space Exploration Fest News
  • GTA 6 logo sunset background with Vice City-style colors
    GTA VI Pushed Back—Now Launching May 26, 2026 News
  • Promotional artwork for Bramble Royale: A Meteorfall Story, featuring a cartoonish, armored bear character making a victory hand sign, with graffiti-style text and a gritty background filled with symbols and tags.
    Bramble Royale: Chaos, Cards, and Meteorfall Madness News
  • A robot faces off against a large futuristic dinosaur on an empty city street in the indie game "DINOS vs ROBOTS."
    The Battle Between DINOS and ROBOTS – A Simple, Fun Indie Game. News
  • Subnautica 2 Early Access gameplay view with Collector Leviathan encounter
    Collector Leviathan revealed — Subnautica 2’s reactive UE5 threat Games

© 2025 Fix Gaming Channel · Privacy Policy · Terms · Discord · Contact