Sunday, May 4, 2025

Louisiana: Building Louisiana with Lukas

Today, we have a special blog for you! We interviewed Lukáš, our DLC Asset Producer, who is currently working on the Louisiana map expansion for this American Truck Simulator state. Let's jump straight in!


"Louisiana is one of the most interesting projects I've been a part of. Its architecture stands out for its rich blend of cultural influences, vibrant history, and distinctive styles. From the elegant French Quarter in New Orleans to the charming Creole cottages and plantation homes along the Mississippi River, the state showcases a fascinating mix of French, Spanish, African, and Caribbean elements. One of the most notable architectural features of Louisiana is its impressive bridges. Louisiana is also home to several unique technical landmarks related to water management, including the flood barriers around New Orleans," Lukáš told us about the Pelican State.

Truckers driving through Louisiana will find that the classical and modern architecture in this southern state blend perfectly together, creating its unique atmosphere. "New Orleans and Baton Rouge have also embraced modern architectural styles, including striking skyscrapers and contemporary buildings that define their urban landscapes. Louisiana, therefore, is not just home to historical architectural gems but also a space for innovative modern constructions that address the challenges posed by its natural environment. And this is exactly the feel we would like to bring to our players. Finding the right balance between an optimized asset and a visually appealing one is never easy, and it has been especially challenging in the case of large bridges within cities featuring prominent skylines and complex surroundings," he says.

Lukáš has been working in SCS Software for six years now, and he explains why he likes it here: "I have been playing video games since my childhood, so when I needed a change in my life, SCS seemed to be a perfect place to go. Now I can say that was the best decision. I've not only been given the opportunity to work on interesting projects, but I've also met cool people. Although the company has grown a lot since I joined, I can still feel that SCS preserves its unique atmosphere, and I probably won't find another place like this. This atmosphere allows great freedom in personal time management, which helps me reduce stress. This autonomy allows for better focus, more effective work, and a healthier balance between professional and personal life."

Since his first days in our company, he has worked on multiple projects, as he shares here: "I started with larger industrial areas for the Iberia DLC. Later, I was asked to take care of our externally produced procedural rocks and the rework of our huge deposit of ground textures. I've contributed to many projects, including map reworks, Colorado, Iberia, Montana, Nebraska, the West Balkans, Wyoming, and Texas, and I have always had a drive to improve things and move things forward. Nebraska was the first DLC for which my role changed, and instead of rocks and ground textures, I've been asked to manage the production of landmark assets while overseeing deadlines for other types of assets like generics and depots. Currently, I'm responsible for assets for four simultaneously running projects - Iowa, Louisiana, and two other, not yet announced projects."

And what are his tasks now? "My main responsibility is the on-time delivery of all assets. During the initial project phase, this includes asset list finalization and processing of new tasks, which means that I have to approve every single task for production, and subsequently, to distribute tasks internally and externally. During the production phase, I'm constantly in contact with all the teams involved in the DLC production, solving any issues that may arise, coordinating technical solutions if needed, and identifying any possible risks that could endanger deadlines. During the later stages of every project, I have to check every single asset from both the asset and map perspectives, and provide feedback on anything that doesn't meet our standard or has not been fixed during the production phase," Lukáš says, and continues:

"Due to the fact that every project needs hundreds of new assets and the vast majority of our assets are being produced externally, I have to closely cooperate with our outsourcing department led by Václav P. and his growing team, currently composed of Andrej, Inga, Kevin, Marek, Radek, Tomáš, and Veronika. They do an astounding job controlling and giving feedback to all the externally produced assets from landmarks and generics to vehicles and depots. Without them, it wouldn't be possible for us to run so many projects simultaneously," he says about our outsourcing department.

Creating assets can be a challenge as we are not only trying to recreate real places, but we are also limited by the map scale, which allows us to choose only a limited number of places and a limited number of landmark assets. "Our responsibility is to choose assets that will make every place recognizable by players who are familiar with the area and visually interesting for every player. Before a final asset list is approved for every DLC, in cooperation with our map and research teams, we have to spend hundreds of hours researching the whole area and considering what will be possible within our limitations. This is not easy, as we do our best to recreate the feel of every region and make it as interesting for our players as possible," Lukáš has told us.

It makes sense that he also collaborates with Davido, our map DLC lead for Louisiana, as they have to coordinate assets and map production. "Not only due to the necessity to meet deadlines, but also in order to support our marketing team. Marketing presentations are one of the most important parts of every DLC production, as they allow us to show all the love and care we put into the projects, and it's one of the keys to success. Davido is a true professional, and I always look forward to collaborating with him and his great team on new projects," Lukáš says. You can read about Davido and his team in a separate blog post.

As we near the end of today's blog, Lukáš has a short message for our #BestCommunityEver. "We truly enjoy working on the project, giving it our maximum effort and passion. We believe that with the same energy and dedication we put in, players will enjoy it just as much as we do."

And that's it for today! Remember to add the Louisiana DLC to your Steam Wishlist and don't forget to give our X/TwitterInstagramFacebookBluesky, and TikTok a follow as you'll receive updates about our games straight to your feed! We look forward to sharing more with you down the road.

Saturday, May 3, 2025

SCS On The Road: World of Volvo

Today, we're excited to release a new episode of our SCS On The Road series! Join us in Gothenburg, Sweden, as we take a guided tour of World of Volvo, a brand-new automotive museum and experience centre that highlights the legacy of both Volvo Cars and the Volvo Group.


Join Oscar, our Director of Global Partnerships, along with Povel, a guide at World of Volvo, to explore the museum’s spaces and exhibitions. Spanning 236,000 square feet, World of Volvo embraces Scandinavian design, from its use of natural wood to expansive windows that flood the space with daylight, the experience centre is seamlessly integrated with the natural world. The exhibition features iconic vehicles, interactive art installations, and hands-on experiences, including the chance to operate a real electric excavator, test your balance on a moving bus, or dock a boat in virtual reality. There’s something for everyone to discover.


We are incredibly grateful Povel and the team at World of Volvo for showing us around and allowing us to film and share this experience with you, and for their warm hospitality during our visit. We hope you enjoy this episode and appreciate your continued support for this series. If you liked the video, be sure to subscribe, hit the like button, and leave a comment, we’d love to hear your thoughts! We’ll see you soon for the next episode. Until then, keep on truckin'!

Friday, May 2, 2025

ETS2: Async Loading Experimental Beta

As we continue to evolve and expand the world of Euro Truck Simulator 2, we're constantly looking for ways to improve performance, stability, and the overall driving experience. One step we’re taking in this direction is a major change happening under the hood, something that affects how the game loads and handles data in real time. To make sure we get it right, we need your help!

Recently, we have been hard at work implementing a major overhaul in the way our game loads and processes data, a new experimental system we call Asynchronous Loading. This system is designed to improve the loading process by ensuring that the game and loading screens remain uninterrupted while assets are loaded in the background. The primary benefit here is the mitigation of stuttering, resulting in a smoother experience overall.

However, due to the complexity and wide-reaching impact of this system on many parts of the game, we need to proceed with caution and ensure everything works as expected across a broad range of setups. This may in turn cause unexpected behaviour such as frame rate drops, unusual loading sequences, or odd issues when using features like fast travel. That’s why it’s important for us to test this change under as many different conditions as possible, including various hardware configurations.

To achieve that, today, we are launching a brand-new Experimental Beta for Euro Truck Simulator 2, which features this new loading system. We would like to invite you, our #BestCommunityEver, to help us during this testing phase. The more of you that participate, the more information we’re able to gather and work with. Whether you're running on a high-end rig or a more modest configuration, your feedback is incredibly valuable to us, as it helps us ensure this major feature is stable, reliable, and ready for future updates.

As you explore the beta, we ask that you please keep an eye out for anything unusual or unexpected. We are especially looking for reports of strange behaviour that could be linked to the loading of in-game elements like terrain, models, assets, trucks, trailers, cargoes, weights, physics, and even the economy system. Any instability or glitch, however small, might help us identify where improvements are needed.

Warning!
We do want to stress, however, that because of the depth of the changes in this beta, it could potentially affect your save files. That’s why we strongly recommend creating a brand-new profile specifically for the Experimental Beta. This allows you to explore and test the new content without putting your existing progress and profiles at risk.

If you wish to participate in this Experimental Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2  → Properties → Betas tab → Beta Participation drop down menu → experimental_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.

If you do experience a bug or another issue, we ask that you please submit your feedback at our official forums, along with details about your hardware setup, and ideally, attach your game.log.txt file located in your ETS2 folder. This really helps us a lot when trying to reproduce and diagnose issues.

While this Experimental Beta is primarily focused on testing Asynchronous Loading, you will notice a few other features that are also included in this build. These additions are still in development for the upcoming 1.55 update, so while they’re there, we kindly ask that you don’t focus your feedback on these features until the Open Beta, which we will announce here on our blog. With that said, we do want to share a little bit about some of the other content and changes that are included in this Experimental Beta.

Driving Academy: Truck Driving Proficiency


Those who choose to participate in this Experimental Beta will also have exclusive access to the next chapter of our Driving Academy series: Truck Driving Proficiency. If you've been following our streams and blogs, you’ll know we’ve hinted at this for a while now. This new set of challenges will push your skills behind the wheel to the limit.

Mail Screen Redesign


We’ve also started rolling out a redesign of the Mail Screen, with a cleaner layout and improved usability, especially for those navigating with a controller.

World Map Improvement


Lastly, there’s a handy new shortcut on the World Map, pressing the F key will now instantly center the map on your truck’s current position.

We’ll share more about each of these features soon, along with a closer look of other changes during the full 1.55 Open Beta. For now, we’d really appreciate your focus on helping us test and refine the new loading system.

We want to thank you to everyone who chooses to participate in this Experimental Beta and help us shape the future of Euro Truck Simulator 2. Your time, feedback, and dedication mean the world to us, and it’s thanks to your continued support that we can keep pushing the boundaries of what our game can offer. Until next time, keep on truckin’!