Work

Time-Trial Prototype

Unity
Game Development
C#

Unity racing game prototype exploring arcade-style vehicle movement, Rigidbody-based collision handling, and high-speed gameplay mechanics. Built to learn Unity's input system and component architecture.

Portfolio project preview

The first phase of an ambitious combat racing project inspired by IGPX and Twisted Metal. This time-trial prototype establishes the high-speed racing foundation before adding transformation mechanics and vehicle combat.

Building toward a game where high-speed racing meets mech combat. Think Twisted Metal’s vehicular mayhem combined with transformation mechanics, and mech combat of IGPX. But first, I need to nail the fundamentals.

Starting with a pure racing prototype to get the speed and movement right:

  • Arcade-style vehicle controller tuned for aggressive, momentum-based racing
  • High-speed physics that will translate to both vehicle and mech modes
  • Control responsiveness that can handle the chaos of combat at 200mph+
  • Countdown and Lap timer

Future additions will include:

  • Weapon systems and combat mechanics
    • Weapons need to work differently in car and mech mode…
    • Attacking other racers can cause debris making the track more perilous
      • This would encourage players in the lead to engage with runner up racers allowing for more opportunities for lower positioned players to overtake.
  • Transformation system between vehicle and mech modes
    • Car mode is all about speed and maintaining/catching lead.
    • Mech mode is for combat and creating chaos for other racers.
  • Enemy AI Combatants/Racers
    • Diverse cast of interesting characters to choose from.
    • Racers will feel unique and have interesting back-stories.

Building in phases lets me validate each system before adding complexity. The racing has to feel perfect before adding a second mode and combat on top.