Revvy
An AI race engineer on the circuit, a co-driver on the rally stage — and a pit wall for the team
What is Revvy
Revvy is an AI that rides with the driver. In the helmet it draws the road ahead into the visor and talks the driver through it — as a race engineer on a circuit, or as a co-driver on a rally stage. It answers any question about the car in plain words, and steps in when something goes wrong. On the pit wall, the team follows the same car in Revvy Studio.
- The driver’s side
In-car Revvy
The visor HUD and Revvy’s voice, in the helmet — for Racing and for Rally.
Built - The team’s side
Revvy Studio
The car live, the team radio and a coach after every drive, on a tablet or phone.
Final UI · built
On track, most drivers are on their own.
Motorsport has a new, younger audience, and track days and rally experiences let more of them drive instead of watch. Most of these drivers are on their own: no engineer on the radio, no co-driver beside them, no coach.
Three drivers
Four things that go wrong
Learning from the track.
The research starts at the track: what I saw there as a regular, what drivers told me, what the market already offers and where Revvy fits — then one session, step by step.
Willow Springs, as a regular
I drive Big Willow at Willow Springs often, and I’ve watched many offs there. One was ours: I was in the passenger seat of a friend’s car — his first track day — when we slid off on the downhill at the Omega, out of sight of the start.

Three drivers, three levels
- First track dayPeterMy friend · it was his car
Asked after our off why it happened: it was his first time on track, and he wanted to push to the limit. He didn’t brake right for the corner, and didn’t know how to handle a tight corner at that speed.
Pain pointOn day one, nobody tells a driver where to brake, or that a corner is coming in too fast.
- New driverSham22 · Porsche GT3
“The current tools are too complex, with overly detailed speed graphs and charts — I need something more user-friendly for a beginner like me.”
Pain pointToday’s tools bury a beginner in graphs and charts.
- Experienced driverLin23 · Audi S5
“I want a tool to monitor my car’s condition — like overheating or other potential issues — so I can feel safer when pushing on track.”
Pain pointPushing hard, a driver can’t tell how the car is coping until something goes wrong.
How might we…
What’s out there, and where Revvy stands
Head-up displays, coaching devices and safety systems each solve a part of the problem — a line or a number in view; a light or a voice during the lap; help at a rally — but none of them rides with the driver the whole way.
- Head-up displayMercedes-AMG Track PaceOption on AMG models
The ideal line and braking points in augmented reality, on the screen or the head-up display; laps compared in its app afterwards.
AMG only. It shows the line, but doesn’t talk, answer or check on the driver.
- Head-up displaySHOEI GT-Air 3 SmartHelmet with a visor display · €1,199
A display inside the visor shows speed, navigation and calls about 3 m ahead, so the eyes stay on the road.
Made for road riding: directions and calls, with nothing about the line, the car or the track.
- DeviceGarmin Catalyst 2Coaching device · $1,199.99
Real-time audio coaching in plain words — “brake less”, “apex later” — and an optimal-lap video afterwards.
One-way: the driver can’t ask it anything. Made for circuits only.
- DeviceAPEX Pro Gen IILED coach · about $589
A light bar shows how much grip is left, learned from the driver’s own car.
A light code to decode at speed — it says how hard, not where to brake or turn.
- SafetyRallySafeFitted by rally organisers · WRC 2018–22
A stopped car raises a hazard for those behind; the crew presses OK or SOS, and a hard impact brings up SOS by itself.
Only at sanctioned rallies — not on a track day — and it doesn’t help with the driving.
- A personAn instructorA personal coach · $500–2,250 a day
Watches the driver and the line from the passenger seat, and says what to do next in plain words.
Costly, so most first-timers go without one — and from the passenger seat nobody can see the tyre temperatures.
- This projectRevvy HUDHelmet HUD and voice · circuit and stage
The line, the brake points and the pace notes stand on the road in the visor — not on a phone, a dash or a light bar.
A voice that answers in any words, and checks on the driver after an off — a race engineer on the circuit, a co-driver on a stage.
A first track day, with and without Revvy
One session, step by step: what the driver does, what goes wrong without help, and what Revvy does instead. The two lines underneath show how it feels — on their own, and with Revvy.
How Revvy solves them.
Revvy rides with the driver in two roles — a race engineer on the circuit, a co-driver on the rally stage. Each pain point becomes a job for Revvy; the answers are shown in recordings from the rig — on the circuit first, then on the stage — and the features behind them follow, mode by mode.
What Revvy has to do
- 01
Blind to the car
Watch the car, speak up when it matters, answer any question.
- Can’t read the car
- AlertsAsk anythingData panels
- 02
No one to say what to do
Show the way on the road, and say the next move in time.
- Doesn’t know what to do
- Racing lineBrake pointsCalls in time
- 03
A road you can’t see
Be the co-driver: read ahead, and draw what the driver can’t see.
- Can’t see the road
- Pace notesRoad colourRoute beyond the crest
- 04
Alone when it goes wrong
Check on the driver first, then call for help.
- Alone after a crash
- “Are you OK?”Call the marshalsHazard warnings
On the circuit
- 01Blind to the car
It watches the car for you.
Revvy reads the whole car four times a second, so the driver can ask about any of it, in any words — and the answer comes with its panel beside the gear. In one lap: the position (“You are P3, 5.0 behind P2”), where the time went (“early braking at T9, T11 and T13”), the engine, the tyres and the brakes — and “Put the g-force on my left” moves G-force and pedals to that side.

- 01Blind to the car
It speaks first when the car changes.
Revvy doesn’t wait to be asked when the car changes. A slow leak is called as it starts — “Front right slow leak, 1.81.” — with the pressures beside the gear. Ask “What’s wrong with the car?” and the answer is the whole picture and one decision: “Front right slow leak: 1.79 bar, falling 0.09 a minute. No damage, brakes and engine fine, so I’d box.”

- 02No one to say what to do
It guides the pit stop.
Ask to box and Revvy takes the driver through a stop they may never have made: the pit limit, the entry, the box on the right, the wait — and back out under sixty.

- 02No one to say what to do
It says what to do, and when.
The racing line and the brake point stand on the road in the visor, and Revvy says the next move at the moment it matters — “One hundred meters. Get ready to brake.” … “Brake now.” Even a pass is planned and called: asked to catch the red car, Revvy picks the corner — “I will move you left before it.” … “Now, go left.” … “He’s behind you. Nice pass.” Too fast into the next one? One instruction at the top of the view: OPEN THE WHEEL.

- 04Alone when it goes wrong
It checks on the driver.
Off the track at 146 km/h, Revvy cuts in with one instruction: “Straighten up. Ease off.” Once the car stops, it asks “Are you OK?” first. Answer “I’m OK”, and it checks that the track is clear, then talks the car back on: “Rejoin carefully when you’re ready.”

- 04Alone when it goes wrong
It takes the driver through it, step by step.
When something is about to break, Revvy says so first — oil pressure falling: “The engine may stop. If it does, coast off the line to the right and I’ll find you a place to stop.” When it stops, one step at a time: “Engine’s gone. Coast off the racing line, right. You’ve got time.” A red line leads the car to a STOP HERE post on the run-off, then “Switch off. Stay in the car. Marshals are coming.” Say “I need help”, and help is on the way.

On the stage
- 01Blind to the car
It says what to do when the car is hurt.
On a stage, a puncture is a decision. A jump taken too fast ends in “Hard landing. Puncture. Front right. Stop and change. You’ve got time.” — with more than 0.58 km to go and a spare in the car, a 20-second roadside change wins, so Revvy picks a safe straight: “Stop here, on the right.” Then the change, step by step — “Triangle’s out. Changing the wheel.” … “Done. Go when you’re ready.” — and the damage the landing left, with how to drive it: “Front right suspension is badly damaged, nothing else. The car pulls right in corners, so brake in a straight line and keep it easy to the finish.”

- 03A road you can’t see
It knows the whole stage.
As the co-driver, Revvy reads a pace note before every corner, colours the road by what to do — carry, lift or brake — and keeps drawing the route over crests and through dust, where the driver can’t see it.

- 03A road you can’t see
It hears rally control for you.
Alone on a stage, the driver hears nothing from rally control — a road closed by fallen trees stays a surprise until it’s in front of them. Revvy hears the notice the moment it’s issued, reads it out first — “Rally control, temporary notice. The centre road is closed by fallen trees. We’re rerouted via the right road.” — and redraws the route. Asked later what happened, it answers in the gaps between the pace notes.

- 04Alone when it goes wrong
It calls for help.
A hard impact on a rally stage is more serious. Rocks on the road are called ahead — “Slow down, be ready to stop.” — and after a big impact Revvy sends the medical car at once, then asks: “Medical car is coming. Stay still. Are you OK?” Say “I need help”, and it tells the driver when: “Medical car in 7 seconds.” Then the recovery crew takes the car back to the start.

- 04Alone when it goes wrong
It warns of danger ahead.
Trouble ahead is called before the driver gets there — “Car stopped after right five. Crew status unknown. Slow down, be ready to stop.” The pace notes pause, a frame marks the car and counts down the metres, and the route turns red until it’s passed.

Same frame, rebuilt for each mode
Speed, gear and the shift lights stay fixed in the middle in both modes. Everything around them is rebuilt: the line on the road, the markers, and what the two side slots show.


- 1On the roadThe racing line — the fastest way through, as wide as the car.
- 2MarkersBoards for the start line and the brake points, with the distance counting down — here START / FINISH, 50 m.
- 3Left slotRevvy’s voice: what it is saying, in words, as it says them.
- 4The middleSpeed, gear and the shift lights; beside the gear the next move — here HOLD 6 for T1.
- 5Right slotTrack map: what comes next — here the start–finish line in 16 m — and the lap.
Talk to it in any words
Voice is the main way to use Revvy. Any phrasing works — “catch that car” and “I wanna be in front of that guy” mean the same — and it can tell a decision from a question.
Driver“I need to box this lap.”
RevvyMarks the box and leads the line in. A decision is supported, not second-guessed.
Driver“Let’s hunt the red one down.”
RevvyTakes it as a pass: marks the red car and the side to pass on.
Driver“What’s my G-force?”
Revvy“Right now 0.2 g. The most in a corner was 1.5 g, in turn 6.”
Driver“What should I watch out for?”
Revvy“Bumpy, then puddles, then downhill left two, don’t cut. Then right hairpin junction, don’t go straight.”
Driver“Why did you tell me to slow down?”
Revvy“I called caution for the water splash and drop.”
Driver“Call the notes a bit sooner.”
RevvyMoves every call earlier, from the next note on.
Ask, and the data appears
Data comes three ways, and none of them covers the road: ask for it, say where it goes, or set it before the drive.
Built in Unreal, driven on a rig.
Revvy is built to be driven, not watched. The prototype started with two maps — a circuit for the race engineer, a stage for the co-driver — and grew in Unreal Engine 5.8 until test drivers could drive it in a sim rig with a wheel and pedals, wearing a Meta Quest 3 that stands in for the helmet.
How it came together
The same start line


Five steps
Driving
Drive first.
The first build had one job: to drive. A grey-box car on a flat loop with a start gantry and a pit building — no HUD and no voice yet, to find out whether a lap felt like a lap.
Unreal · the first circuit, from above The HUD
The HUD, live.
The HUD from Figma moved in: Revvy’s words on the left, the gear in the middle under the driver’s own RPM contour, the next corner on the right and the line on the road — all of it driven by the car’s live data.
Unreal · the hi-fi HUD from Figma The world
A world worth reading.
The loop became a place: terrain, kerbs and barriers, then a forest circuit under the mountains with banked corners and the cockpit of a 911 GT3 RS — landmarks that give a brake point and an apex something to stand on. Scenarios on a key let every state of the HUD be driven into, not imagined.
Unreal · a banked corner on the forest circuit The maps
A circuit and a stage.
Both maps were built in Unreal around what Revvy has to call. Every corner of the circuit — 4.77 km under the mountains — was chosen for a call: uphill esses, a banked uphill sweeper, a downhill hairpin, and a pit lane. The stage, about eight kilometres of grassland, pine hills and a lake shore, was laid out moment by moment — gravel, washboard, a blind crest, a ford, a cliff shelf above the lake — and splits into three roads near the end.
Racing · Revvy Tracklab: 4.77 km, 14 turns, 55 m of elevation, four banked corners and a 445 m pit lane. Rally · SS1 Pine Ridge: 7.83 km timed around a lake, 23 → 128 m, 76 pace notes; mud and puddles change from run to run. Racing · turn 10, banked Racing · the pit lane Racing · the whole circuit Rally · through the grassland Rally · along the lake shore Rally · the pine hills Dust, tuned in the fog debug view A ford to splash through The service park The rig
Into the headset.
The prototype runs on a racing PC: Unreal Engine 5.8 in a Meta Quest 3, the rig’s wheel and pedals, and Revvy’s voice on the same machine. The PC also serves Studio — a tablet opens it from a QR code and follows the drive — and every run is recorded, the visor and every voice line included.
In the headset on the rig
From the windshield to the visor — and a helmet around it.
A HUD that works in Figma still needs a place in the car. Three were built and driven in Unreal — and each one showed what the next had to fix. The last one, the visor, needed a helmet of its own.
Windshield
Too much on the glass.
The first HUD went where cars put theirs, on the windshield of a 911 GT3 RS: the line, the boards, Revvy’s words, the RPM and the map, all over the road the driver has to read.
- The RPM and the racing line fought for the same space
- Lesson: keep the road clear, and let the voice carry more
Moodboard · references: head-up displays in cars, top, and the cockpit HUDs they come from, bottom Unreal · the windshield HUD on the circuit Dashboard band
A band under the glass.
Next, everything but the line moved into a band under the windshield, the way some new cars run a thin display along its base. The glass cleared, but the eyes still had to drop to the band — a dashboard, one step higher.
Moodboard · references: production cars with a display band along the base of the windshield 


Version A: the HUD stays on the glass; the band carries Revvy’s words, G-force, the next corner and the car. Helmet HUD
A HUD in the visor, a helmet built around it.
On a track every driver wears a helmet, and its visor moves with the eyes. So Revvy moved into the visor — and the helmet was designed around it, as one piece. In the prototype, a Meta Quest 3 stands in for the helmet.
3.1 · Moodboard
Racing helmet first, HUD inside.
The helmet had to carry the visor’s HUD — optics in front of the eyes, sensing, audio and a link to the car — and still look and protect like a racing helmet. The moodboard set the direction before any line was drawn.
Moodboard · references: race helmets, helmet-HUD optics, modular inserts and future visors, left to right 3.2 · On the visor
One frame at the bottom of the view.
On the visor, the line stays on the road, one fixed frame sits at the bottom of the view and the middle stays clear.
- The line, Revvy’s voice and the map fixed at the bottom of view, under the line
- Small text becomes readable: no windshield distance to design around
- The two side slots become the driver’s choice before the race
- Amber and red edges for too fast and off track



Revvy’s voice on the left, speed, gear and RPM in the middle, the map on the right — all under the line. 3.3 · Line drawings
One outline, four views.
The outline follows an F1 race helmet, fitted to its shell slice by slice; the visor, the brow and the eyeport were drawn around Revvy’s optics. Every line comes from the 3D model itself, so drawing and model cannot disagree: in perspective, then four views at one scale.
Perspective Side Front Top Rear 3.4 · X-ray
Where every Revvy function lives.
Shell, visor and liners ghosted; each system in its own colour. Compute and main power stay in the car — the helmet carries the optics, the sensing and the audio. Point at a part to see it on its own; the rest turns white.

Tap a part to see it on its own.
- Optics
- HOE shield
- Sensing
- Audio
- Power + data
- Mechanism
- Controls
3.5 · Renders
The helmet, then the HUD.
One colour, all white or all black, the hardware in the shell’s tone. Then the HUD: lit at night, behind the visor, on the inner shield with the visor open, and from the driver’s eyes.












A8 in white: the outline follows an F1 race helmet; the visor and the optics are Revvy’s own.
From pain points to a finished HUD.
After a moodboard of what’s already out there, Revvy’s jobs were sketched as wireframes, built up into a hi-fi HUD and refined over several rounds — always the road first, the gear at the centre, one thing at a time. The finished design is the next chapter.
Moodboard, wireframes, hi-fi, iterations
Moodboard
Light on the road.
Before the first wireframe, a moodboard of how others guide a driver — head-up displays, AR navigation, instrument clusters and racing-game screens. Three threads ran through it: guidance drawn on the road itself, one large number at the centre, and thin lines of light.
Moodboard · references from others’ work: head-up displays, AR navigation, clusters and racing games Wireframes
One job per screen.
The first plan put Revvy on every screen in the car — the HUD, the instrument cluster, the centre display and a phone — and gave each one only what a driver can take in at that moment. The HUD’s job was the next action: four states for one corner.
- HUD: the brake point, the apex, the exit and the shift — one at a time
- Cluster: the state of the car; centre display: prepare, drive, review
- When the guidance can’t be trusted, the lines go and only speed and gear stay
HUD · approach — brake reference HUD · mid-corner — apex HUD · exit — shift cue HUD · guidance lost — basics stay Hi-fi
The road first, the gear at the centre.
Twelve hi-fi states — braking, the apex, the exit, a yellow flag, passing, the pit, an off, a puncture — from four style boards: futurism, simplicity, industrial and information design. They were then relaid for a real head-up display: three zones on one baseline — Revvy on the left, the gear in the middle, a forward map on the right — and everything else standing on the road, at the width of the car.
- The line and the brake gate drawn one car wide: width is felt, not read
- The driver’s own RPM contour kept and refined; the gear became the anchor
- Light only, no frames — a HUD can’t draw black, so no cards and no backplates
First hi-fiFinished
Racing: the first hi-fi and the finished HUD — drag to compare Iteration
The rally HUD, rebuilt.
The first rally HUD missed what a stage needs: its guide didn’t follow the real road, there were no brake gates or red zones, opaque cards covered the view — and at a blind crest the overlay simply stopped. The rebuild used the racing HUD’s language, plus something no human co-driver has: Revvy knows the whole stage before the start.
- The road itself, coloured by what to do: carry, lift or brake
- Brake gates and chevrons at the tight corners; a board stands at each corner
- Over a crest or through dust, the route carries on from Revvy’s model of the stage
First rally HUDFinished
Rally: the first rally HUD and the finished one — drag to compare
From pain points to a finished HUD.
A perfect run is one where the driver never has to look for anything. Both modes were tuned in the headset until they read as one design, and it settled into four parts, each with one job: the RPM area says when to shift, the racing line what to do on the road, the side slots how the car is, and the voice what matters now — each where the eyes already are, so the road stays clear.
Four parts, one job each
Shift on the limit, eyes up
On the limit there is no time to read a gauge. The middle of the view keeps the driver’s own RPM contour, the speed and, as the anchor, the gear — and beside it the next move: PREPARE, SHIFT NOW or HOLD. After the test drives colour was kept for SHIFT NOW only, green up and red down, so a glance is enough: colour always means now.
Prepare ↑A shift point coming: PREPARE ↑4 in white — to 4 at 6,000 rpm
Shift now ↑At the shift point: SHIFT NOW ↑4 in green, the RPM band green
Shift now ↓Downshift now: SHIFT NOW ↓2 in red, the RPM band and the rev-match ring red
The right line from the first lap
A first-timer doesn’t know the line yet, so it is drawn on the road, one car wide, and its colour says what to do: green to carry, amber to lift, red to brake. Over a crest or in dust it runs on dashed, from Revvy’s model of the stage, so the driver can commit to a road they can’t see yet.
Brake gateThe gate across the line at 80 m, then red through the braking zone
ApexMid-corner: the line to the inside kerb, the APEX ring at the clipping point
Too fastThe ideal line fades; an amber corridor widens into the run-off
Push hard, knowing how the car is
Pushing feels safe when the car’s health sits in the corner of the eye. Either side of the gear is a slot: the map, on the right by default, and the car — tyres, brakes, damage, engine and fuel, G-force and pedals, the lap delta — each drawn at one size with no card, so any of them fits either side. The driver picks them before the drive or asks by voice: a general “How are my tyres?” gets ALL GOOD when nothing’s wrong.
Like an engineer on the radio
At speed the eyes can’t leave the road, so most of the help is spoken, the way an engineer talks on the radio: Revvy speaks first when something changes and answers whatever the driver asks, in any words. What it says shows in the left slot as it’s said; flags, incidents and safety calls also stand in a top corner.
Revvy, the team and the driver share one channel: the driver’s ear. So every line was given a rank — a higher one waits for nobody below it, and nothing cuts the driver off except danger.
- 1Danger“Contact.” · Team UrgentCuts in at once
- 2Timing“Brake now.” · pace notesAlways on time
- 3Driver’s question“Fronts 92, rears 88.”First sentence first
- 4Team radio“Box this lap.”Waits for a straight · Urgent: right after the current call
- 5Revvy notices“Tyres need attention.”Waits · may drop
- 6Coaching“Look through the apex.”Gives way first
Driver talking → everyone waits, except dangerOne voice at a time; Revvy yields at once
Then the order was tuned in the headset, run after run. On a stage half the gaps between pace notes are under 2.5 seconds, and a six-second answer expired before it could play — so answers became short sentences, sent strictly in order into the gaps, with live numbers re-read just before they play. The last round, after the test drives, put the driver first: an answer now comes next. On a circuit the braking calls turn into beeps until it’s said; on a stage it takes the very next gap, and the pace notes are never cut.
Team radio got the same treatment: on a stage it is held to the finish unless it’s urgent, and urgent radio plays right after the current note; on a circuit a call that can’t play within 20 seconds is dropped; once the car stops, the radio opens at once. Revvy’s own voice, which first sat 7 dB under the engine, now sits about 9 dB above it.
- 0:05Driver“Check my tire”
- 0:11Revvy“Copy, stand by.”
- 0:13Call“Fast car ahead. Pass on the right.”
- 0:16Revvy“Fronts are cold: left 50, right 62, under the 80 window.”
- 0:22Call“Car ahead. Leave more space.”
- 0:25Call“One hundred meters. Get ready to brake.”
- 0:26Revvy“Rears are in range, with the right rear hottest at 100.”
Here, before the last round, the calls still went first and the answer was split around them.
- 0:25Driver“Check my tire”
- 0:26Pace note“Right four, uphill.”
- 0:30Pace note“Jump, keep straight, and right six.”
- 0:38Revvy“Tires are still cold, 33 to 42 degrees.”
- 0:41Revvy“Pressures 2.0 bar, tread 100 percent.”
- 0:44Revvy“They’ll warm up with distance, so expect less grip for now.”
- 0:48Pace note“Left five, off camber.”
The pace notes keep their rhythm; the answer comes as three short sentences in the gap.
One run, seen from both sides.
The final prototype, driven for real — in the headset, with the rig’s wheel and pedals — while Studio follows every second on the pit wall. Play the race or the stage, then switch between Studio’s Live screens to see what the team sees at the same moment.
One race, live on both sides
Switch between Studio’s five screens
One stage, live on both sides
Switch between Studio’s four screens


























