world they’re racing in, with each track having a unique look, music, and overall feel.
What sets Sonic Racing apart from games like Mario Kart? Sonic is all about speed and momentum, and we really try to reflect that in how our games feel. Boosts, drifting, and chaining are all designed to reward flow. There is also a big emphasis on vehicle and gadget customization in Sonic Racing: CrossWorlds, allowing players to discover what play style works for them by mixing and matching vehicle parts to create the ultimate racing machine and gadget loadout … and of course, the warp mechanics really change the structure of the race in a way that’s unique to this game, allowing each race to feel different from the last.
The dimension-hopping mechanic is a huge part of the game. How early did that idea come about? Was it inspired at all by the Sonic movies? It actually came up very early in development as we wanted a way to make tracks and races feel more dynamic and unique without compromising gameplay in the process. The concept of dimensional gateways to switch up the race mid-way felt like the perfect mechanic for the type of game we wanted to make. We are extremely happy with how Travel Rings work within the game, keeping each race feeling fresh.
How are CrossWorlds handled from a technical point of view? The load times are impressive — even on older hardware. Thank you! That’s a huge compliment to our development team. Yes, the different worlds are preloaded in a unique way that lets us stream them without interrupting the race. The transitions are carefully designed to mask any background loading, so everything feels seamless, even on older hardware.
Is the long-term plan for CrossWorlds to follow a model similar to Smash Bros. or Fortnite with ongoing updates? We want the game to grow over time and continue to feel fresh. We have a strong roadmap ahead, and if players are still excited and racing with us a year or two from now, we’ll be very happy.
“There’s a lot of passion around the extended Sonic universe, and we’re open to including the “deeper cut” characters if the opportunity feels right.”
14 | MCV/DEVELOP December/January 2026
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