Eat my Dust - (Acorn Risc PC, Voti/Pace Microdigital):
Eat my Dust was intended to be a topdown racing game very much like Skid Marks or others. The game was planned to be released for the Acorn RiscPC, a very nice piece of hardware manufactured in the UK. The RiscPC was a very powerful and easy to use computer powered by the famous ARM chips which are nowadays present in almost every electronic device you can imagine: all the Gameboys (incl. the DS), lots of cell phones, pershing rockets, the eeePC and so on. Unfortunately no arbitary computers are made any more using this chipsets. I really loved my RiscPC. It was dependable, powerful, nice and fast.

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Besides the great hardware, the Acorn had a very living and kind community. That's where I came across Voti (vision of the impossible). They were a team of a few guys (mainly programmers, I guess), which had already released a space trading game like Elite. But they had no good graphicians. They wanted to make a topdown racing game and so I offered my services to them on a hobby basis. Later on a company called Pace Microdigital wanted the game to be included to their settop boxes, which had been a minor success in Britain (but not elsewhere).
Unfortunately I do not have any emails any more and to make it worse, I've also forgotten the name of the guy I was in contact with. As you might know, the game was never finished nor released. ARM closed their "enthusiasts market division" (that's what they called the people, who bought their hardware) and the Acorn faded away (quite slowly, but it faded away).

Nevertheless, I've learned much from this game. I started using 3D tools to build the cars with only a few pics downloaded from the internet. I also learned how to set up materials and how to split "complex" meshes (they only have a few thousand polygons) into parts, that can be handled by the 3D programm I was using (it was called Top Model). I also learned how to create a smooth mesh by doing proper polygon distribution and so on. Because especially for cars, with all that soft and rounded shapes, every hard or misplaced edge will show in the render. I also learned how to switch to the PC and to 3D Studio Max 2.5 for performance sake and for better handling and rendering. And therefore .dxf became my best friend :)
Besides all the cars I also did the entire graphics for the stages in a tileset with 32k colors. This was quite a pain, but in the end it worked and looked acceptable. I hope to get the tiles converted from my RiscPC some day.
The guys from voti wrote me a nice level editor (but I don't know how it worked anymore) and I made a few stages. The game worked and was up and running. But we lost contact and it was never finished.

So, take a look at some of the cars (which are some of my earliest 3D models I've ever made) and a few snippets of desert race track.