Whimsy Wheels

Playpower Labs
Unity Developer
1
1 Week
Unity • C# • Tilemap

A physics-based game where players draw a one-line car and attempt to reach the finish line as unpredictable physics chaos unfolds.

The game features a unique drawing mechanic that allows players to create their own vehicles using a single line. Players can experiment with different designs and shapes to find the best way to navigate through challenging levels filled with power ups, obstacles and hazards.

The game also includes a variety of environments and terrains, each with its own set of challenges.

Key Contributions

End-to-End Prototype Development · Gameplay Systems · Rapid Prototyping
  • Built the complete prototype solo, covering gameplay mechanics, systems design, and integration.
  • Focused on validating a physics-based drawing mechanic using freely available assets.
  • Prioritized fast iteration and clarity of mechanics over production polish.
Car Construction System · Player-Driven Mechanics · Physics

Implemented a three-phase car creation and simulation pipeline:

Drawing

  • Captured player input as continuous strokes using a LineRenderer.
  • Converted screen-space input into world-space points.
  • Added points based on a distance threshold to maintain stability and performance.

Collider Generation

  • Generated physics colliders dynamically once drawing is complete.
  • Added CircleCollider2D components per line segment point.
  • Matched collider radius to line width for consistent physical behavior.
  • Reused existing colliders to avoid unnecessary allocations.

Simulation

  • Positioned and activated wheels at the start and end of the drawn shape.
  • Switched the car body to non-kinematic to enter physics simulation.
  • Used WheelJoint2D to drive motion upon ground contact.
Camera System · Simulation Visibility · Presentation
  • Implemented a camera system supporting both Cinemachine and custom logic.
  • Added a level preview pan at the start to communicate layout and challenges.
  • Dynamically followed the player-drawn car during simulation keeping the unexpected physics interactions in view.
Level Structure & Progression · Content Authoring · Iterative Design
  • Designed handcrafted levels using reusable level design prefabs (ramps, boosters, obstacles).
  • Introduced new mechanics gradually to support player learning.
  • Stored each level as a prefab for modular content management.
  • Controlled level inclusion and progression order via a centralized configuration system.
Input System · Device Abstraction · Cross-Platform
  • Integrated Unity’s New Input System.
  • Abstracted input handling to support multiple device types without gameplay logic changes.
  • Currently supports mouse and touchscreen input.