It seems that there is a consensus among the authorities that I should be the leader for this project. Not that I'm a big fan of big hierarchies and drama, so I'll keep it flat and pretty open-ended. Also, I cannot guarantee I'll be available for consultation every day, so I'm guessing we should have vice-leaders around that can be consulted when questions arise.
The thought is that Revora Racer is supposed to be open for anyone at Revora and outside to participate in, so adding all sorts of loops and rules is not a priority. I do intend to write a basic design document and have a short-list of items we need to get a working game out the door, but I've yet to start developing that document and it will not be mine alone to adjust, or write.
My goal as a leader is to get us a list of things we need, and try to keep us focused on producing something shippable. 90% of indie games never gets published, which is something to think about as we start digging into this. I'll also help out with programming, Photoshop, concept art and 3d-modelling/animation when I find the time. As I've got access to paid licenses to most Adobe products and Autodesk Maya, it's a bit easier for us to develop this without using pirated software.
If anyone has any trouble with putting me on top, I'll gladly put that up to the powers that be and we'll have a look at it. By and all, those that spend time and energy producing assets for RR will be given leeway in whatever requests they have for RR.