- 01Read corner and speed
- 02Choose a braking point
- 03Control the turn
- 04Compare exit speed and time
Braking and exit lines
Cornering is constrained by speed and grip. Earlier braking sacrifices entry speed but may improve exit direction and later acceleration.
The player's decision
Brake late for more straight-line speed or slow earlier for a better exit position?
Original scenario
Original setup: a right-angle corner opens into a long straight. Late braking runs wide and delays acceleration; timing only the apex hides the cost.
Start with this prototype
Build one fixed corner and an exit straight. Show speed, braking and the previous line; restart instantly. Compare total time to the end of the straight, not just the apex. Omit rival cars.
Change one variable
Vary braking deceleration and update any suggested braking markers accordingly.
What to observe in a playtest
Do braking points produce repeatable exit-speed differences, and can novices improve their line after a few retries?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Real-world driving advice may not fit simplified physics. Match guidance to the prototype's actual model.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Gran Turismo 7
The official tutorial uses braking areas and indicators to teach deceleration timing as speed changes.
- art of rally
The developer lists left-foot braking, countersteering and handbrake turns as distinct driving techniques.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build one fixed corner and an exit straight. Show speed, braking and the previous line; restart instantly. Compare total time to the end of the straight, not just the apex. Omit rival cars.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.