The Crew Motorfest Season 9: Exclusive Interview with Developers on TrackForge, NASCAR and The Franchise Future

The Crew Motorfest Season 9 NASCAR key art

The Crew Motorfest Season 9 NASCAR key art
  • Primary Subject: The Crew Motorfest — Season 9 (Year 3)
  • Key Update: Season 9 introduces the robust TrackForge creation tool, a dedicated NASCAR playlist with authentic physics, and the new Playground Island (Kahau).
  • Status: Confirmed
  • Last Verified: January 20, 2026
  • Quick Answer: Launching March 4, 2026, Season 9 adds TrackForge, official NASCAR content, and Playground Island, followed by an RC car "RC Frenzy" playlist arriving May 6.

The Crew Motorfest Season 9 is here, and we had the chance to talk with two of the developers, Anthony and Julien, about the new season.

We went over the challenges of building a new feature like Track Forge, the arrival of NASCAR to the The Crew Motorfest universe, and what the future has in store for the franchise.

So, without further ado, let's dive deep into the interview.

What are some of the challenges you experience while creating the TrackForge tool?

Anthony: One of the main challenges was integrating such a significant feature into an already running live game, while ensuring it could actively contribute to our seasonal content.

We also had to reach the right balance between difficulty and accessibility: the tool needed to be powerful, but also easy enough for players to create something fun, readable, and playable by everyone in a very short amount of time.

When creating the TrackForge tool, was one of the main concerns to make it accessible to beginner players?

Anthony: Absolutely. From the very beginning, accessibility was a core pillar of TrackForge. We wanted players to be able to create, iterate on, and publish a track as quickly as possible. That philosophy influenced every aspect of the tool, from how modules are defined to the overall structure and flow of the editor itself.

What steps were taken to make sure the tool was in-depth but still felt easily accessible for veteran and new players alike?

Anthony: That balance comes directly from how the editor is designed. For months now, we have been closely working with selected members of the community to craft the most enjoyable experience through playtests and dedicated TTS.

We also rely heavily on gameplay kits, which propose clear and very specific experiences. These kits not only help players understand what kind of track they are building but also allow us to expand and complete TrackForge over time. We also made sure there is enough depth through a wide range of settings.

For example, players can use Fast Build mode to focus on the flow and path of their track, with the tool suggesting the most relevant modules to place next. More advanced creators can switch to Library mode, which gives full access to all available modules and options.

On top of that, creators can set vehicle restrictions, gameplay modifiers, and weather conditions from the full game, as well as custom moods and music. We provide tools that make it easy to modify and adapt a track at any time, encouraging experimentation and iteration

Finally, we put a strong emphasis on recommendations, whether it's helping players discover tracks that match their personal tastes or suggesting the most suitable modules while they are creating. The goal is always to guide, not overwhelm.

The Crew Motorfest track creator screenshot art
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Credit: Ubisoft

What led to the decision to introduce a new location, Playground Island, for the TrackForge tool?

Anthony: Playground Island, Kahau, is not directly linked to TrackForge. It was designed as an independent island built purely for fun, offering players a new space to enjoy at launch.

For TrackForge specifically, two dedicated “virgin” islands were created to provide a neutral and expansive foundation capable of hosting all player creations.

Each gameplay kit then brings its own custom and visual identity on top of this neutral base. This approach allows players to craft their own moods and atmospheres while ensuring that any kit works consistently and cohesively all together.

Was building TrackForge in the Oahu map always out of the question? If so, why?

Anthony: Yes, early on. Using Oahu would have introduced a lot of constraints related to existing terrain, landmarks, and gameplay systems.

By creating 2 new islands fully dedicated to the tool instead, we were able to offer a much larger and more flexible creation area, with far fewer restrictions. That freedom is essential for empowering players to fully express their creativity.

What are the main differences between Oahu and the Playground Island, and how would you describe both locations?

Julien: Oahu was our main island at launch and the first place we invited players to explore. It is inspired by the real island, its shape, scale, and key landmarks, without being a true recreation. Since launch, our objective has been to expand the world and propose new ways to enjoy it, which is something we already did with Maui, for example.

What we call Playground Island, also known as Kahau, which is introduced in Season 9, is very different in philosophy. It can be seen as a true theme park built purely for fun, as it features elements like coaster tracks, magnetic roads, and playful roads and areas.

Are future changes for the Playground Island in the plans?

Julien: For now, we don’t plan to significantly modify or expand Kahau, unless we receive strong feedback from our players asking for it.

Our focus will remain on expanding and enriching our open world, but also the TrackForge itself. We plan to add new kits over time, so players can continuously rediscover the tool, enjoy it, and create brand‑new experiences to share with others.

What is the main goal of the TrackForge tool?

Julien: The core goal of TrackForge is to let players fully express themselves by creating their own tracks, sharing them, and crafting their own challenges. We also wanted players to truly take ownership of the game much earlier than we did in The Crew 2.

The track creator was one of the most appreciated features in TC2, which is why we decided to bring it much sooner into the live service of The Crew Motorfest, after about 18 months of development. Moving forward, our objective is to continue polishing the tool, especially on quality‑of‑life aspects, while expanding it with new kits along the way.

The Crew Motorfest Season 9 NASCAR
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Credit: Ubisoft

How is the addition of NASCAR to The Crew Motorfest?

Julien: The NASCAR partnership and fantasy are among the biggest additions we have ever brought to the game. NASCAR is a pillar of modern car culture and something we’ve wanted to integrate for a long time.

We didn’t want to simply add a new lineup of cars. We wanted to capture what truly makes NASCAR special: dedicated tracks, new 3C models, specific car handling, advanced destruction, and gameplay built around strategy, especially during pit stops.

Season 9 introduces a brand‑new playlist dedicated to this kind of narrative NASCAR experience, along with three base car models declined into more than 13 vehicles, faithfully reproducing the official liveries of the 2025 championship.

All of them are fully playable not only in the Playlist but also in the open world, specific events of the main stage, and more. It’s a real honor to have NASCAR with us; they have been an amazing partner to work with, and we truly hope players will enjoy this new experience.

Was the addition of the NASCAR category something that had been in the plans for a long time?

Julien: Yes, absolutely. Bringing this kind of experience into a game is always challenging because we want to respect what fans love about NASCAR: the cars, the destruction, the pressure during races, pit‑stop strategy, and the intensity of competition.

As with all our playlists, we never want to just drop new cars into the game. Our goal is always to let players live a complete experience.

Having fully licensed NASCAR cars and a curated playlist for the sport in the game, do you think this will attract a lot of NASCAR lovers to The Crew Motorfest?

Julien: We certainly hope so. Everyone has a story with cars, and NASCAR is a great example of that. Even if you’re not a hardcore fan, chances are you’ve heard stories about it or watched races on TV.

With The Crew Motorfest, we always want to guide our community through different car culture stories, just like we previously did with Ferrari, Made in Japan, or Hoonigan. NASCAR is another strong chapter in that journey.

Can we expect similar partnerships to this one in the future?

Julien: Yes, of course, and trust me, players can expect plenty of surprises in the months to come!

How important is it for The Crew Motorfest to continue pushing the envelope regarding new features and new car categories?

Julien: It’s central to our vision. Our core experience is about letting players discover new stories around cars, personalities, brands, and events. The Crew Motorfest is a true love letter to car cultures, and we intend to keep expanding that vision, meaning that players can expect new stories and new experiences every season for years to come.

What were some of the challenges of redesigning the driving physics for NASCAR cars?

Julien: Redesigning the NASCAR driving physics was challenging, as we wanted to capture what makes the discipline unique. Vehicle weight now evolves with fuel load, meaning cars become lighter and faster as fuel is consumed.

We also added reduced fuel consumption in slipstream when two cars are running very close to each other, to reinforce race strategy, and pushed collision and crash physics further to reflect the intensity of close, high‑speed racing.

I want to thank Anthony and Julien for their time and their insightful answers.

I hope you enjoyed reading the interview, and if you are also excited about the future of the franchise, stick with us at racinggames.gg for more The Crew Motorfest coverage.