Xogar Games takes ‘Roadsters Odyssey’ into combat gear

Forget just putting the pedal to the metal. Xogar Games, an Indian independent and Web3 gaming studio, wants players to customise their cars, take on combat challenges and explore a world where racing is only part of the ride. Its in-development title Roadsters Odyssey is designed to take vehicle-based gameplay beyond the finish line.

The Bengaluru-based studio has been working on the game for three years. A demo is available on Steam, giving players an early look at the project as development continues.

Xogar Games representative shared, “It’s a vehicle combat game where you can completely modify your car. There are a lot of game modes, including multiplayer, single-player and quest modes. You are not restricted to just racing. There are other modes where you can explore the world.”

The studio is aiming for a much larger experience, although its release plans remain subject to development. The team indicated that late 2028 was a possible target, but stopped short of confirming a launch date.

AI puts the brakes on some, speeds up others

Artificial intelligence is changing the way games are made, but the benefits are not reaching everyone equally, according to the developer.

The representative added, “I see a lot of changes after AI came in. People are using it to speed up production, and there are good ways to use it. However, the studio also sees a downside for artists whose work depends heavily on traditional skills. Concept artists and people who draw by hand, or are purely skilled in their craft, are getting more affected than others. There is an impact, but it is a hard way to go.”

For independent developers, the challenge is to make the most of new tools without losing sight of the creative skills that give games their identity.

Artists need more than a pretty portfolio

The studio also had a message for aspiring game developers looking to break into the industry: a portfolio needs originality, not just polished presentation.

The representative mentioned, “Recruiters often encounter portfolios featuring similar-looking work, leaving little to distinguish one candidate from another. The problem, they argued, begins partly at the training stage, when students may be encouraged to rely on standard projects rather than develop a distinct artistic voice. We expect them to come up with some good original work. We see very repetitive artworks in portfolios. Colleges sometimes give students a basic portfolio and they think it is the best one to approach companies with. But companies expect something different.”

A couple of models, however well executed, may not be enough to demonstrate a candidate’s range or readiness for professional production.

“The standards are high in art. You cannot just come up with one or two models, show them as your artwork and expect to get a job,” the representative answered. “The responsibility, the studio believes, rests with both artists and institutions. Training programmes need to prepare students for industry expectations, while aspiring artists must put in the work to build portfolios that showcase their individual strengths. Artists should work on their portfolios, and institutions sending them into the market should do the same. The better your portfolio, the better your chances of getting hired,” the representative commented.

For Roadsters Odyssey, the road ahead is still under construction. For aspiring artists, the message is clearer: talent may get the engine started, but original work is what helps you get hired.

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