Track Day: From Street to Circuit. Where the Story Really Began

You want to go racing. You’ve got a car, a budget, and more ambition than experience. So you start getting it ready, head to your first track day and find out what happens when everything you thought you knew meets the reality of a fast lap.

If it goes well, you’ll be back. If it doesn’t, chances are you’ll be back anyway.

For the people behind Track Day, that story isn’t fiction. They lived it.

He Wanted to Drive Tor Poznań. So He Built It in Assetto Corsa

Krzysztof “Szymik” Szymikowski wanted to drive Tor Poznań in Assetto Corsa, so he created his own virtual version of the circuit.

It didn’t stop there. Szymik went on to recreate more Polish circuits, organize sim racing competitions and race in amateur karting himself. Alongside it all, he worked as a producer in the games industry, while the idea of creating his own racing game was already beginning to take shape.

But Tor Poznań would prove important for another reason. It was there that Szymik built relationships within the real-world motorsport community that would eventually become part of the story behind Track Day, including those with Przemysław Pluciński, Artur Obuchowski and DRIVE SQUAD.

He Made It to the Grid. Then He Started Helping Others Get There

There is no single route into motorsport. Przemysław Pluciński is proof of that.

He started as a fan, following races and rallies and travelling to events simply to watch. Eventually, watching wasn’t enough. Przemysław Pluciński entered a race himself.

One start led to another. Then came a racing licence, the Polish Racing Championship and eventually DRIVE SQUAD – a professional racing team and driver academy built to help others find their own way into motorsport.

Along the way, he created one of the most spectacular and competitive series on the Polish Racing Championship grid. Under his leadership, DRIVE SQUAD has built up one of the largest groups of race-prepared Mini Cooper S cars in Poland.

There was no racing career mapped out from childhood. It started with someone standing on the outside, watching – and deciding he wanted to find out what it was like on the other side.

He did. And then he stayed.

Today, DRIVE SQUAD gives others a way to do the same: from an amateur without a racing licence to a professional driver competing for Polish championship titles.

That experience changes the way you build a racing game.

Before you fight for position, you have to learn how to drive. Before results become the priority, there are budgets to manage, upgrades to choose and decisions to make about what the car really needs – and what can wait.

For Przemek Pluciński, From Street to Circuit wasn’t a game concept. He lived it first.

And he wouldn’t have made that journey without Artur Obuchowski.

He Had to Stop Racing. Then Came the Nürburgring

Lamborghini Super Trofeo. A crash in qualifying. Starting from the back of the grid. Rain on only part of the circuit. And by the end of the race, second place.

Artur Obuchowski knows motorsport far beyond the Polish racing scene. But his story started much earlier, with karting. Before he even got the chance to drive, he worked around the karts. Then came amateur rallies, more speed, better results and the growing sense that racing could become something more.

Eventually, talent and determination ran into one of motorsport’s hardest limits: budget.

Artur had to stop racing.

But he found his way back. He returned to competition, entered the Polish Racing Championship and went on to win three championship titles. From there came Lamborghini Super Trofeo Europe and Middle East, with Artur racing a Huracán at circuits including the Nürburgring, Monza, Silverstone, Paul Ricard and Dubai Autodrome.

Across 18 starts, he scored four podiums and one fastest race lap, finished ninth in Lamborghini Super Trofeo Europe AM and became Vice-Champion in Lamborghini Super Trofeo Middle East AM.

Today, at DRIVE SQUAD, that experience serves another purpose: helping other drivers take their first steps, develop their skills and find their own way through motorsport.

What does a car you can realistically start racing with look like? How much does preparation really matter? At what point does the car stop being the deciding factor and the driver take over?

These aren’t theoretical questions. In a real paddock, they have real answers.

And those answers are part of what shapes Track Day.

Racing Games Were His Job

For Krzysztof “Draug” Mysiak, racing games weren’t just something to play. For years, they were part of his job.

He joined GRYOnline.pl in 2013 and eventually became Head of the Games Encyclopedia. He also became known for Motoprzegląd, regularly covering what was happening across the world of racing games.

Draug played them, tested them, compared them and wrote about them. He watched the genre evolve, saw what players responded to and built up years of knowledge about what they expected from racing games.

That is the experience he brought to Track Day: a long-term view of the genre, its audience and the expectations that had formed around it.

But another part of the story was already taking shape elsewhere.

With Wojciech Biliński, the road to Track Day leads from more than two decades in game development to the technology used in real racing cars.

He Spent More Than 20 Years Making Games. Then He Moved Into Motorsport

Wojciech Biliński spent more than two decades making games before his career took him somewhere very different: motorsport.

He started in the late 1990s as Lead Game Designer at X-ray Interactive. He later spent years at Tate Interactive and Tate Multimedia, moving through creative direction, production and team management before eventually leading the studio.

In 2022, he joined ECUMASTER as COO.

Then came Track Day.

For Wojtek, two decades of game development and the world of real motorsport now had a place in the same project. But his story is only one part of a connection that goes back much further.

Jakub Kojder founded ECUMASTER. Janek Matląg joined the company as Technical Director and Lead Programmer. Their shared path with Wojtek Biliński had begun years earlier, when they worked together making games at X-ray and Tate Interactive.

Years before Track Day, knowledge built in game development had already found a very different application.

The same precision. The same systems thinking. A different machine.

At ECUMASTER, that way of thinking was applied to advanced motorsport electronics: ECUs, sensors and technology designed for real cars on real tracks.

Now, that knowledge feeds back into Track Day.

When a question goes beyond the screen, there are people around the project who know how the real systems work because they build them.

That changes the conversation about authenticity.

Instead of guessing how something should work, Track Day can draw on people who know how it works in the real world.

And Then Someone Has to Make It Work

Drivers. Engineers. Technology. Real-world experience. Together, they can tell you how a race car should behave. But inside a game, all of that knowledge faces a different test: it has to translate into what happens behind the wheel.

A driver can describe what the car is doing. Motorsport specialists can explain how setup changes affect its behaviour. A technology partner understands the systems operating inside a real race car.

Michał “Kawa” Kawecki has to turn all of that knowledge into something the driver can actually feel.

Kawa has been making games since 2002. His first project? A racing game. Over the years, he focused on one of the areas where every assumption is put to the test: vehicle physics.

He began exploring how cars behave and how that behaviour can be recreated in a virtual environment. Eventually, he took it further and built his own physics engine.

Today, he combines more than two decades of programming experience with practical knowledge of vehicle dynamics and first-hand experience on track as an amateur driver.

Ultimately, it comes down to what happens when you start asking more from the car. Brake later. Carry more speed into the corner. Push closer to the limit and feel how the car responds.

That is where knowledge becomes behaviour.

And where real-world experience finds its way into Track Day.

The Story Comes Full Circle

Tor Poznań. The circuit Szymik wanted to drive in Assetto Corsa more than a decade ago. The circuit where Przemek Pluciński and DRIVE SQUAD race today. The place where their paths crossed with Krzysztof Mysiak.

And where the idea for Track Day began to take shape.

From Street to Circuit.

For the people behind Track Day, those words describe roads they have actually travelled.

From sim racing to the real paddock. From watching races to standing on the grid. From karting to championship titles and international circuits. Years spent playing, testing and writing about racing games. Decades spent making games before moving into motorsport technology built for real race cars. And more than two decades spent translating vehicle behaviour into code.

None of it was invented to fit the idea of Track Day. It was already there.

Different careers. Different experiences. Different routes into motorsport.

Today, those paths have come together.

And this is only the beginning.

Track Day. Your career. Your decisions. Your motorsport.