Uploaded August 2026 | Updated September 2026, 2 weeks ago
Insider Gaming's Mike Straw sits down with NASCAR 26 producer Matt Lewis for an exclusive interview, discussing everything from NASCAR 26's new dynamic track feature to how feature decisions are made for the game.
Other topics include:
➤ Keeping the codebase flexible for the future
➤ Making sure the game's performance is stable
➤ Damage model development
➤ Wheel support
➤ How licensing works
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Timestamps (Will work after the premiere)
0:00 NASCAR 25 lessons and foundations
3:36 Why modern racing games are harder to build
5:53 NASCAR 26 feature priorities and long-term roadmap
7:46 Why the franchise remains an annual release
8:58 Building a flexible codebase for future features
11:31 Dynamic tracks, accessibility, and technical tradeoffs
13:36 Bringing iRacing technology into NASCAR 26
14:46 Balancing simulation depth with console accessibility
16:05 Wheel support and force-feedback safety
18:18 Graphics improvements and realistic damage limitations
22:53 On-track details, setups, and AI racing
24:33 Dynamic track behavior across longer races
26:39 AI driver ratings, strategies, and race variance
29:32 Career mode, paint schemes, and NASCAR licensing
31:36 Paint booth layers and sharing custom designs
33:22 Licensing teams, sponsors, tracks, and drivers
35:21 Why series are limited to certain tracks
36:13 NASCAR 25 response and NASCAR 26 launch details
#NASCAR26 #NASCAR #nascargame
Insider Gaming's Mike Straw sits down with NASCAR 26 producer Matt Lewis for an exclusive interview, discussing everything from NASCAR 26's new dynamic track feature to how feature decisions are made for the game.
Other topics include:
➤ Keeping the codebase flexible for the future
➤ Making sure the game's performance is stable
➤ Damage model development
➤ Wheel support
➤ How licensing works
-----------------------------------------
Timestamps (Will work after the premiere)
0:00 NASCAR 25 lessons and foundations
3:36 Why modern racing games are harder to build
5:53 NASCAR 26 feature priorities and long-term roadmap
7:46 Why the franchise remains an annual release
8:58 Building a flexible codebase for future features
11:31 Dynamic tracks, accessibility, and technical tradeoffs
13:36 Bringing iRacing technology into NASCAR 26
14:46 Balancing simulation depth with console accessibility
16:05 Wheel support and force-feedback safety
18:18 Graphics improvements and realistic damage limitations
22:53 On-track details, setups, and AI racing
24:33 Dynamic track behavior across longer races
26:39 AI driver ratings, strategies, and race variance
29:32 Career mode, paint schemes, and NASCAR licensing
31:36 Paint booth layers and sharing custom designs
33:22 Licensing teams, sponsors, tracks, and drivers
35:21 Why series are limited to certain tracks
36:13 NASCAR 25 response and NASCAR 26 launch details
#NASCAR26 #NASCAR #nascargame










