Work

Time-Trial Prototype

Unity
Game Dev
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.

Unity editor showing the Time-Trial prototype, a red block car with wheels facing two blue NPC cars on a green field

The first phase of an ambitious combat racing project inspired by IGPX, Mario Kart, 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.