Iirc PD did dip their toes into open city levels. In GT5/6/S (can't remember which one) there was a home screen that showed a 3D model of a city that cars would go through. Many thought it would hint at open city levels. To add to that, many photomode locations in GT5 had the entire town or city modelled, perhaps even with enough fidelity to have a car go around. I do hope PD look into the free roam driving one day. We also did get that tech talk on procedural generation of cities by PD https://www.gtplanet.net/polyphony-digital-procedural-landscape-generation-cedec/ The R4 dev only joined in 2019, so his work would be seen in GT7. I don't know his position however, he could be on the cinematography team as he was also experienced in replay cameras. GT5's tuning menu is nice but its a bit outdated now. The one side gradient, large grid design is kind of plain looking. I think the parts being overlayed is a very nice affect though. I'm not a big fan of havign realistic objects on a background that is highly minimal, I think it can be a bit too off looking. For stuff like track select I would do a 3D CAD model view or something like Modern Warfare's main menu: a real video feed with some simple graphics showing measurements For autoparts, I think PD should flex their graphics skills and do something more visually stimulating like this: I agree with the last part, GTS UX design is flawed in how many screens you have to go through.