INTERVIEW—Carmageddon: Rogue Shift Game Director Giuseppe Franchi

Join us for the latest episode of TopMob Developer Spotlight, where we chat with game developers about the process of making games – from the initial idea to the finished product, including the challenges and successes along the way. This time, our Executive Editor, Mike Straw, interviews Giuseppe Franchi, founder of 34BigThings and director of Carmageddon: Rogue Shift.

In a 40-minute conversation, Mike and Giuseppe discussed the possibility of making a new Carmageddon game. They talked about how to evolve the game’s style, the pros and cons of working with a major publisher versus staying independent, and other related ideas.

Watch the complete interview below, and be sure to subscribe to the TopMob YouTube channel for more exclusive content like interviews and reviews!

Carmageddon: Rogue Shift Interview Timestamps

Below are timestamps for the Carmageddon: Rogue Shift interview with Giuseppe Franchi. They’ll help you find specific topics discussed. For more detailed timestamps or to quickly jump to a particular part of the interview, use the video’s play bar or open it directly on YouTube.

Okay, so let me break down what this video covers. First, they talk about where the game came from and how it ended up becoming what it is – kind of its origins and how it spun off from other ideas. Then, around the five-minute mark, they get into what makes the game fun and figuring out what genre it really fits into. After that, they dive into the story and world-building, and also talk about working with the publisher. We then get into the cool stuff – designing all the vehicles, weapons, and perks you use. They spend a good chunk of time explaining the dynamic day-night system and how they made sure the tracks were easy to read, even with all that going on. They also talk a lot about what worked, what didn’t, and what features they had to cut. After that, it’s all about the roguelike elements – how progression works, the black market, and building out your loadouts. Finally, they wrap up by talking about which platforms the game is on, how they optimized it, their launch plans, what’s coming after launch, and accessibility features.

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Written by

Mike Straw

Executive Editor

Mike has been a gaming journalist since 2012, covering major industry events and also working as an investigative reporter.

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2026-01-27 19:20