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Interview Part 2 : Suzuki Engineers
Suzuki Vision Gran Turismo Comes Alive on Virtual World Circuits

For our second interview, after the initial interview with the designers of Suzuki Vision Gran Turismo, the new virtual concept model car, this time we spoke with the engineers involved in developing the vehicle performance. The model has two versions: the standard version and the Gr.3 version*. This project started in response to a proposal made by Antonio Nozza, Suzuki’s Italian designer in order to participate in Gran Turismo, the popular driving simulation video game where players can enjoy the experience of driving virtual reproductions of real-world automobiles, and also digital concept cars, Vision Gran Turismo, designed uniquely by automakers from around the world.


Yasukazu Yuki :
The chief designer of numerous Suzuki models, including the Swift and the concept model GSX-R/4 which was popular in the previous series of Gran Turismo. Organiser of the project to oversee and refine Suzuki Vision Gran Turismo.

Kosuke Nishimura :
Transmission design engineer. A Gran Turismo player with experience of participating in the FIA Gran Turismo Championships in 2019. Worked as an advisor on the project, and was responsible for examining performance and test driving of the model.

Yasushi Sobukawa :
Platform development engineer. Designed the powertrain system and worked on designing the overall vehicle and the powertrain layouts for the model.

Shinya Agetsuma :
Platform development engineer. Designed the overall vehicle and the powertrain layouts for the model together with Yasushi.


Q : Please tell us how you came to participate in this project.

(Kosuke) Apart from work, I have been playing Gran Turismo for more than 20 years and in 2019, the year I joined Suzuki, I also participated in the FIA Gran Turismo Championships, both Round 2 in Nürburgring and Round 3 in New York. Just a week before I was to fly out to Nürburgring, I had an opportunity to talk with Suzuki’s President & CEO, Toshihiro Suzuki, when by chance he sat next to me at the company’s cafeteria. In our chat I told him about my experience as a Gran Turismo player and it seems that this information was passed along to Yasukazu, the project manager of Suzuki Vision Gran Turismo. So that’s how I joined the project. At that time, the project had just started and even though I had heard about it, I never expected that a new employee like me would have any chance to be involved. I couldn’t believe it when I found out that I was assigned to the project team.

(Yasushi) I had presented a system at an in-house technical proposal project in the past, which was a collaboration between the automobile and the motorcycle engines. Yasukazu got to know about the proposal and thought we could apply that system to the model we were developing. I was excited to know that the system I once proposed would be realised into a car, even it was in the virtual space.

Q : For Suzuki Vision Gran Turismo, two versions were developed, one is the standard version, the other is the Gr.3 version. Please tell us about how these two versions were born.

(Kosuke) When I first saw the design sketch of the standard version, I was surprised that it looked much sportier than I had expected. So instantly, I got the idea that a Gr.3 version could be derived from this design. I raised the idea right then and there with Yasukazu to produce a Gr.3 version. We can say that the Gr. 3 category of Gran Turismo, which corresponds to the GT3 category of car racing in the real world, is the main attraction of the game. As an engineer and also a Gran Turismo player, I wanted to make something that many players would enjoy. That’s why I proposed making a Gr.3 version.

Standard version

Gr.3 version

Q : For the powertrain for the standard version, could you please explain why you adopted a Hayabusa engine paired with a hybrid system consisting of three electric motors?

(Yasushi) We planned to create a car which is high speed but with low CO2 emissions by employing our motorcycle engine and combining it with the electric motor. Also, we wanted to be able to hear the same thrilling sound of the supersport motorcycle engine which revs around 10,000rpm coming from an automobile.

Q : On the other hand, for the Gr.3 version you adopted a V8 twin-turbo powertrain comprised of two Hayabusa engines. Please tell us why you decided to choose this configuration for that version.

(Yasushi) There were two main reasons: one was that the game regulations for the Gr.3 category required a displacement of around 3L and also had to have 600 horsepower or more. The second reason was that the rivals we were targeting in this category were ultra-sport models such as Ferrari, Lamborghini Aventador, or Porsche. To enhance driving performance and also realise an exhilarating exhaust sound, we chose a V8 twin-turbo powerplant based on two Hayabusa engines.

Hayabusa engine

Q : Also, why did you change to the front-engine, rear-wheel drive (FR) layout for the Gr.3 version while you used the all-wheel drive layout for the standard version?

(Yasushi) It was mainly because of the regulations for Gr.3, but also to maximise the sport driving performance.

(Shinya) We had Kosuke on our project team who is an active Gran Turismo player, so in our discussions while developing the model, Kosuke did not want any compromise since he himself would be competing with it in the game. Therefore, through our discussions about the vehicle layout, we aimed to create a drive system that could deliver the level of performance he demanded.

Q : When you were refining the model which Antonio originally designed to propose this project, were there any technical details you paid special attention to?

(Yasukazu) I focused on creating a model that would be fast and fun, and fascinating enough not only in its styling but also in its performance, so that it would make Gran Turismo players want to choose it. To do this we had to have a clear concept of our design plan for vehicle performance. So, while getting advice from Kosuke as a game player, we worked on applying the requirements for participating in the Gran Turismo events. Then, together with Yasushi and Shinya, who were in charge of designing the layout, we proceeded just like we would if we were making a real car. By that I mean, optimising the body size, examining details of the specs such as power and gear ratios, and making sure we got good operability and field of vision for the player. And so, while I believe we preserved the spirit of Antonio’s original design, we did make significant changes to specific aspects in order to optimise the layout and dimensions, including changing the body size and the wheelbase as well as the seating position. Then, in cooperation with the motorcycle designers and engineers, we made the final touches such as designing motorcycle-style meters, getting the colours right, and recording the exhaust sound of the Hayabusa engine.

Q : In what ways was this project different or challenging compared with your daily work?

(Kosuke) Since this model is a digital concept car, it was fun to be able to set the performance as we wanted. Given this situation, we sought to set specs that would satisfy both demands of making driving fun and handling easy.

(Yasushi) The main difference was that we had a high degree of freedom with few restrictions when creating the model. That allowed us to focus on creating maximum performance for the game. Since in my daily work, I am responsible for powertrain system development, I was able to take full advantage of this experience. But since this is a fictional system, it was difficult to find the right balance between the performance of the engine and motor while finding the right fit for the layout.

(Shinya) Using 3D design software, we examined whether the elements we were designing, like the powertrain and the battery could actually be installed in the model we were developing. But it wasn’t easy while keeping the design we had.

Q : For the Suzuki Vision Gran Turismo, what were the specific things you focused on?

(Kosuke) For the standard version, we focused on operating with nimble handling by using lightweight specs, that are Suzuki’s expertise. For the Gr.3 version, our firm intention was to create a model that would have its own style but also with the characteristics that would certainly fit into the Gr.3 category. Compared to other Gr.3 models, Suzuki’s Gr.3 version has a lower centre of gravity, giving it greater stability.

(Yasukazu) For this Suzuki Vision Gran Turismo project we focused on “realism that actually looks real”. Of course we know it is not a real car, but even so, we wanted to give the player the sensation of driving a real car, not just having a fantasy, so that the driving experience when playing the game even makes the player want to own the car in real life. I think that’s the unique thing about the Suzuki Vision Gran Turismo. In addition to being realistic, since it complies with the regulations for participating in Gran Turismo racing events, we think Suzuki’s Gr.3 version has the capability to compete in a no holds barred competition with other well-known racing cars that exist in real life. That’s another strong point about the Suzuki Vision Gran Turismo.

Q : After actually playing with Suzuki Vision Gran Turismo, what do you think?

(Kosuke) I didn’t check in advance how the standard version performs, but was surprised at its good manoeuvrability even at top speed. For the Gr.3 version, I thought it is a fun car to drive aggressively. Also, in particular, I found this version showed high compatibility with the soft tyres which have a good grip.

Q : What do you like and would recommend to people about the Suzuki Vision Gran Turismo?

(Kosuke) I really like the front and back styling when viewed from an angle! Also, I think the exhaust sound of the Gr.3 version is very exciting.

(Yasushi) I think, for the Gr.3 version, it is the powerful engine and the sports performance of its FR layout, while, for the standard version, it should be the exhilaration of its great acceleration.

Q : Could you please give a message to our readers?

(Kosuke) I think we have created an interesting car that is a kind of modern version of the GSX-R/4 that was very popular in previous Gran Turismo series. We were able to create a racing car which would be difficult in real life, so I hope you will have a chance to try and play with it.

GSX-R/4

(Yasukazu) Many people perceive Suzuki’s motorcycles and automobiles very differently. However, I think both share the ‘Suzuki DNA’ which shows the engineers’ passion and playfulness, and you can see that DNA alive in Hayabusa, the ultimate sport motorcycle, and the Swift Sport, the car that is a thrill to drive. For the Suzuki Vision Gran Turismo project, we got the eccentric idea of combining and concentrating the fun of both which is something only Suzuki could achieve. Definitely, it’s a kind of excitement you won’t get from any other cars, so I hope many players can experience the thrill of playing with the Suzuki Vision Gran Turismo.

■ Supplement

  • * Gr.3 : A race car category in Gran Turismo with major modifications such as a wider body and improved aerodynamics. Equivalent to FIA GT3 class.

Suzuki products mentioned in this article:

Swift

Swift Sport

Hayabusa

GSX-R Series

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