A physics-based puzzle game where players draw a one-line continuous shape to create custom vehicles and navigate unpredictable terrain, hazards, and physics-driven challenges.
Key Contributions
End-to-End Prototype Development · Gameplay Systems · Rapid Prototyping
- Developed the complete prototype solo, rapidly assembling gameplay mechanics, core physics, and input systems.
- Validated core loop viability by focusing on the core drawing-to-physics translation over production polish.
- Prioritized fast prototyping iteration, utilizing free assets to mock environments and hazards for testing.
Car Construction System · Player-Driven Mechanics · Physics
Engineered a robust three-phase physical creation pipeline:
Drawing
- Captured continuous player input strokes in real-time utilizing Unity's
LineRenderer.
- Projected screen-space input coordinates directly into actionable world-space geometry.
- Optimized point generation using distance thresholds, keeping shapes stable while maintaining runtime performance.
Collider Generation
- Calculated dynamic physics boundaries immediately upon stroke completion.
- Generated granular
CircleCollider2D components for every critical vertex in the drawn spline.
- Synchronized collider scales to directly match line widths, providing accurate visual-to-physical translation.
- Implemented collider pooling to smartly reuse physical components and minimize allocations.
Simulation
- Snap-attached dynamic physical wheels intelligently to the terminal start and end points of the user spline.
- Flipped creation objects to non-kinematic states, instantly initiating Unity 2D physics simulation.
- Driven vehicular momentum by attaching
WheelJoint2D motors that activate exclusively upon ground contact.
Camera System · Simulation Visibility · Presentation
- Integrated a hybrid camera setup relying heavily on powerful Cinemachine framing.
- Choreographed a pre-game level pan to actively communicate the course layout, hazards, and puzzle goals organically.
- Maintained dynamic focus seamlessly on the player's erratic custom shapes during fast, chaotic physical simulations.
Level Structure & Progression · Content Authoring · Iterative Design
- Authored modular handcrafted levels utilizing reusable prefabs for obstacles, ramps, and boost pads.
- Paced mechanical difficulty to implicitly teach new interactions before explicitly testing the player's mastery.
- Packaged environments as explicit prefabs, ensuring scalable and fully modular runtime content management.
- Architected a centralized progression container to dictate sequential level logic without tying it to build indices.
Input System · Device Abstraction · Cross-Platform
- Integrated Unity’s New Input System to handle raw positional and press data natively.
- Abstracted input listeners cleanly to inherently support mouse data and touchscreen sweeps indiscriminately.
- Decoupled input polling from actual drawing logic, ensuring immediate cross-platform readiness.