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Role
Game Designer, Gameplay Programmer, Level Designer, Sound Designer
March 2025 - Current
Platform
Windows
Software Used
Unity, Visual Studio, Blender, Gimp, Ableton Live
Info
Third Person, Stylized, Driving, Rouge-lite
Release
Steam - TBA
Key Contributions
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Core game design pillars
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Player Car Controller
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Weapon & enemy design
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Level Design
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Gameplay & system programming
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Sound design
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Project planning & management​
Design and Development of the Car Controller
I am responsible for the design, and programming of the car controller and its relevant systems. The goal for the car controller was to make something that felt stylized, but was still somewhat grounded in realistic car physics.
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The way the car handled, specifically the steering and acceleration needed to feel satisfying and responsive, while still operating in way you would expect a real car to. I felt this balance essential to the driving feel, allowing players to more forgivably "dance on the line" of the cars limits, which is where the fun of driving exists.
To achieve this, the car has a semi- realistic suspension setup, however the way the tires friction is calculated allows for much more control when steering, especially when drifting. That being said it is tuned in a way that it is still possible to spin out, and players will need to take into account their speed and driving line to make turns.
Furthermore, the cars acceleration is handled by a semi-realistic engine and transmission simulation, utilizing realistic torque curves and gear ratios. However, forces are applied in a way that allows for responsive acceleration, giving it that stylized snappy feel.
Enemy Design & Development
I am responsible for the design and programing of the enemies and their relevant systems. The goal of the enemies was to have massive zombie hordes that feel responsive and organic. They needed to act as obstacles for the driver, cutting of roads and intersections, while responding to eachother and the environment. Furthermore, they needed to be fun to interact with, specifically to dodge around and drive through.
To achieve this I implemented a boid based system with chasing functionality and obstacle avoidance. Optimized and tuned in way that scaled to 1000+ zombies at a time. Further optimization was done through spawn management and pooling to ensure FPS stays high and stable