
The first thing to do when deliberating a racing game is to determine a car list. Last year I was brought into Ghost Games as the Vehicle Art Director, as my knowledge of car culture was needed to help shape and form the cars that we have in this year’s Need for Speed. Learning this way makes you a much more agile artist. I learned my craft by trial and error, seeing what worked and what didn’t.
#Files necessary to run nfs 2 se mods#
Mixing the love I have for art and anything on wheels naturally led me to creating models of cars as mods for various racing games.

I have another Skyline now – an R34 – that’s just waiting in the wings to have some work done to it. Ten years ago I bought my very first Nissan Skyline – a 1990 R32 GT-R – and since then I’ve owned a couple of BMWs and a few more Skylines – most notably the Yellow Banana, which has cropped up on Speedhunters a handful of times. At the age of 8 my parents bought me a kart and we went racing. My father always had some sort of car being worked on when I was growing up, so needless to say, there was no option but for me to follow in his footsteps. My passion for cars started at an early age. This year’s Need for Speed title will be my fifth in the series, and long-time Speedhunters readers may remember my artwork during the days of Shift and Shift 2.

Let me introduce myself, I’m Bryn Alban the Vehicle Art Director at Ghost Games. When you have a passion for all things automotive and have grown up playing video games, it’s no surprise when you end up being a part of the biggest racing game franchise in the world, Need for Speed.
