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BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA BERJAYA
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SCS Software SCS Software
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ABOUT SCS Software

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RECENT ANNOUNCEMENTS
British Columbia: Building Canada with Wety

Expanding American Truck Simulator into Canada is much more than just adding new roads and cities. As our teams work on bringing British Columbia, our first Canadian province to ATS, a lot of work is taking place behind the scenes to ensure it feels authentic and recognizable.

BERJAYA
From unique architecture and roadside infrastructure to region-specific environmental details, creating a believable Canadian setting requires a lot of effort. To learn more about the process, we spoke with Wety, one of our Map Designer on the British Columbia DLC, who is responsible for coordinating many of the generic assets that will help bring the province to life.

BERJAYA
Could you introduce yourself to our readers and tell us a little about your role on the British Columbia DLC?

"Hi! I'm Wety, and I've been working as a Map Designer on Davido's team for the past five years. I joined SCS as a junior map designer with no previous experience in game development, but with a huge passion for video games. I've loved games ever since I was a kid playing DooM on a 486 PC. 

Alongside building parts of the map itself, many designers also take on additional responsibilities. Some focus on vegetation and biomes, while others specialize in roads and intersections. My area of responsibility is generic assets, which means helping identify, plan, and coordinate the assets that will be used throughout a DLC."

BERJAYA
For players who may not be familiar with the term, what exactly are generic assets?

"In game development, assets are essentially everything the game is made from. Buildings, roads, vehicles, trees, sound effects, animations, and much more all fall under that category. Generic assets are assets that can be reused multiple times across different locations. Things like houses, small stores, power lines, trash bins, and countless other environmental details. Their purpose is to reduce development time while still creating a believable world. If every object in the game had to be unique, it would take an incredibly long time to build a map of this scale."

BERJAYA
British Columbia is our first Canadian province in American Truck Simulator. From your perspective, what are some of the biggest visual differences between Canada and the United States that players will notice?

"One of the first things that stood out to me is how much the landscape is dominated by mountains. In British Columbia, it often feels like you're constantly surrounded by them. While there are mountainous regions in the United States as well, the areas I worked on previously didn't have quite the same feeling.

The southern part of the province still has some similarities to the American landscapes players may be familiar with, but further north and inland, the scenery becomes distinctly Canadian. Another thing I noticed is how bike-friendly many Canadian communities are. Dedicated bicycle lanes and cycling infrastructure are everywhere, and they quickly become a recognizable part of the environment."

How many new generic assets are being created specifically for British Columbia?

"Players will encounter around 130 new models throughout cities and rural areas, along with roughly 40 additional assets created specifically for depots and ferry terminals. We're also introducing several decorative Canadian-themed brands to help strengthen the province's identity, with around 14 new brands planned alongside numerous smaller advertisements and environmental details."

BERJAYA
How does the creation process work, and how do you decide which assets should be made?

"The process starts with our Research Team. They travel through the region and identify things that appear frequently enough to justify creating dedicated assets for them. After that, I review the list together with other map designers and the DLC Lead. At this stage, we already need a fairly good idea of how the map will look so we can prioritize assets that will actually be used. 

We also check whether similar assets already exist from previous DLCs and can be reused. Once we've decided what needs to be created, we prepare documentation for our Asset Team. This includes reference photos, approximate dimensions, colour variations, and other important details. Then our talented 3D artists work their magic. Afterwards, we review the finished assets, provide any necessary feedback, and once everything looks right, they're ready to be placed in the map."

How closely do you work with the Asset Team throughout development?

"Ideally, not too much! That might sound strange, but it usually means everything is progressing smoothly. Once the initial documentation is prepared, the Asset Team generally has everything they need. Of course, questions still come up from time to time. Sometimes they need clarification on a specific detail, and occasionally we realize we've overlooked something and request additional assets later in development. It's very much a collaborative process."

BERJAYA
Can you share a few examples of new assets that really help capture the character of British Columbia?

"One of my favourite examples is the Canadian bear-resistant trash bins you'll find throughout the province. They're designed so people can open them easily, but bears cannot. They're a small detail, but they instantly help establish a sense of place. Another great example would be the dry toilets commonly found at rest areas and recreational sites.

They're surprisingly distinctive and appear throughout British Columbia. I also really like some of the new residential houses we've created. Many feature steeply sloped roofs designed to prevent heavy snowfall from accumulating during winter. It's a practical design choice that immediately gives the architecture a distinctly Canadian feel."

BERJAYA
You had the opportunity to visit British Columbia for research. What were some of your biggest takeaways from seeing the province in person?

"What impressed me most was how much nature dictates everything. In many parts of the United States, towns and roads can spread across relatively flat terrain, making straight roads and grid-like layouts common. British Columbia is very different. Roads often follow rivers, valleys, and mountain passes because that's simply where the terrain allows them to exist. As a result, roads constantly rise, fall, twist, and turn. It creates some incredible scenery, but it also makes recreating the region much more challenging from a map-building perspective."

BERJAYA
Were there any locations, towns, or details that immediately stood out to you?

"My favourite place we visited was Whistler. Many people know it as the mountain resort that hosted events during the 2010 Winter Olympics and Paralympic Games, but it's also simply a beautiful place surrounded by spectacular mountains and forests. The entire area has a unique atmosphere, and it's easy to see why it's such a popular destination. It was memorable for another reason too, I ended up buying a hat there after accidentally sunburning my bald head while we were in Vancouver!"

How important is real-world research when creating assets and making a region feel authentic?

"It gives you perspective. A lot of details that you see in photos or videos don't seem significant at first. But then you're there, trying to get rid of some trash, and you find one of these anti-bear trash bins that resists your attempts to open it. Then you realize why, and it all makes sense. Suddenly, you know those big boys are in the forests around you."

Or you have to almost get hit and yelled at by a cyclist on a sidewalk to realise that those lines are for bicycles, and that people take them there seriously. And all those mountains you can see in pictures? In real life, they're way bigger than you can even imagine.

BERJAYA
When players first hit the road in British Columbia, what details should they keep an eye out for?

"Beyond the obvious road-related additions such as new crash barriers, reflective posts, and road markings, players should pay attention to the architecture and agricultural areas. You'll encounter new apartment buildings and residential neighbourhoods inspired by the suburbs surrounding Vancouver, as well as large fruit farms complete with distinctive farmhouses and hacienda-style buildings. 

Players may also spot wind machines used to protect crops from freezing temperatures, a detail commonly found in orchard regions. Another familiar sight making a return with a new look are the towering grain elevators that stand as landmarks across the landscape. One of these will be located very close to the border and should be easy to spot during your travels. And of course, don't forget to watch for the large 'Welcome to British Columbia' signs when entering the province." 

Finally, what are you most excited for players to experience when they explore British Columbia for the first time?

"More than anything, I hope players enjoy it. We can spend countless hours researching, building, and refining every detail, but ultimately what matters most is whether players have fun driving through the world we've created. So I simply hope everyone has a great time truckin' through British Columbia."

BERJAYA
We'd like to thank Wety for taking the time to share the work that goes into creating the assets that help define a region's identity. We hope you've enjoyed this behind-the-scenes look at the process and perhaps learned a thing or two along the way! If you'd like to see more articles like this, be sure to leave a comment and let us know what other topics you'd like us to explore.

We look forward to sharing more from the British Columbia DLC in the future. If you're excited for this new region, be sure to add it to your Steam Wishlist! Until then, keep on truckin'!

https://store.steampowered.com/app/4057480/American_Truck_Simulator__British_Columbia/

Introducing the Multi-Function Display: Behind the Scenes

Our #BestCommunityEver, today we'd like to share with you an early look at a feature currently in development for both Euro Truck Simulator 2 and American Truck Simulator, known internally as the Multi-Function Display (MFD).

BERJAYA
As many of you know, over the years, both games have continued to grow with new systems, gameplay features, assists, vehicle options, and controls. While this has allowed players to tailor their experience in a variety of ways, it has also gradually increased the amount of information, shortcuts, and menus players need to manage on the road.

With the MFD, our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without needing to interrupt your experience or remember dozens of key-binds.

BERJAYA
Introducing the Multi-Function Display

The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.

One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.

At the same time, we know usability and minimising distraction are extremely important. So, a lot of our work during prototyping and testing is focused on making sure the system feels quick, readable, and comfortable to use. We’ve also drawn inspiration from modern vehicle interfaces in an effort to create a more believable menu, while still keeping quick access to some of the more abstract gameplay settings for convenience.

BERJAYA
Designed Around Accessibility and Discoverability

Another important goal behind this feature is discoverability.

Over time, ETS2 and ATS have accumulated a very large number of functions and controls that many players may never fully discover or use. The MFD is intended to help surface these systems more naturally by presenting available functions together in-context, while also displaying their related key-binds directly within the menu.

This does not mean we expect every player to suddenly change the way they interact with the game overnight. Some players prefer using dedicated key-binds and muscle memory, and those methods will continue to remain important. Instead, we see the MFD as an additional layer that can make operating your vehicle easier and more approachable, especially as both games continue to evolve. 

BERJAYA
Different control setups are also something we are carefully considering throughout development. The MFD is being designed to support keyboard, mouse, wheel, and controller users alike, with customisable navigation controls.

Building on Recent Interface Improvements 

The MFD has been part of a vision to improve the overall in-game driving interface and accessibility of vehicle systems for quite some time. At the same time, we know recent interface-related changes have sparked a lot of discussion within the community, and many of your comments and observations have helped shape internal conversations about where improvements can still be made.

This ongoing feedback has already led to several additions to the updated Route Advisor. Since its release, we have introduced a Damage Widget[blog.scssoft.com] displaying truck, trailer, and cargo condition, a Finances Widget[blog.scssoft.com] for tracking your company savings and income, and, with 1.60, a Job Info Widget[blog.scssoft.com] with details about your current delivery, each of which may be individually hidden.

We are also reworking the Quick Info menu to better align with other in-game interfaces and reflect community feedback. Our current direction is focused on creating a simpler layout that does not obstruct the view while still allowing quick access to functions such as the controls layout, widget settings, Photo Mode, and Services and Adjustments. Functions related to Services and Adjustments are also being integrated into the MFD, allowing players to access them from either interface. 

BERJAYA
These are relatively small additions on their own, but they're part of a much larger ongoing effort to improve usability, information access, and customisation while driving. We know there is still more work ahead, and we are continuing to explore further improvements and adjustments throughout development.

That is also one of the reasons we wanted to begin sharing this feature earlier in its development process.

Still a Work in Progress 

The MFD is still in active prototyping. While the core direction and functionality are already taking shape, many details may continue to evolve as we conduct further internal testing and gather feedback during later stages of development. 

BERJAYA
We are very excited about the possibilities this system opens up, not only for trucks, but eventually for other vehicle types as well.

As always, we look forward to hearing your constructive thoughts once the time comes to put the feature into your hands. Until then, we hope you enjoyed this early look at what is currently being worked on behind the scenes.

Until next time, keep on truckin'.

1,046 Comments
If you guys would be so kind to rate, comment, and possibly award my new artwork it would mean alot thanks in advance <3:104::reheart:

https://steamcommunity.com/sharedfiles/filedetails/?id=3734164482
May 24 @ 12:57pm 
POLAND,,, zastanawiam się tylko dlaczego SCS nic nie robi z grafiką gry, lub tymi ciągłymi przycinkami w grze, ???
May 18 @ 11:16am 
add me free comm 4 comm
add me
Apr 27 @ 2:01pm 
feel free to add me :aushrug:
feel free to shoot me a friend request looking for fellow truckers:doublenickels::104::mashyourmotor::reheart:
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