Verocity

Verocity is a futuristic multiplayer racing game, inspired by games like Mario Kart, with a cyberpunk theme. Players race to be the first one who is crossing the finish line, and along the way, players can compete with each other using special abilities unique to each character and items that they collect on the track.

As a technical artist and tool developer. I have developed different systems for the game:

  • The game player placement system that constantly tracks players ranking during the game.
  • The game mini map system that tracks and shows the player and components icons on a 2D UI widget in the game.
  • The game character physic to automatically adjusts the player speed based on track ups and downs.

Created In: 2023 – 2025
Collaboration: A group of 10 people
Game Engine: Unreal Engine – C++

Play the game with your friends in Steam!

This player placement system tracks the players rankings during the race (e.g., first, second, third) in a multiplayer game. The system used to works with vector math, dot product and scalar projection, to accurately calculate player progress along the race, but after improvements, the system now works with cumulative formula and spline in Unreal engine to be more optimize and easier for artist to adjust it to the new map changes.

The system has been implemented component-based with C++ to make it smoother to communicate with other programmers in the team and faster to debug on a big project like this.

Niagara Morphing system PluginPure CSS3 Tabs
  • Player Placement Array

  • Player Placement

The Mini Map System converts a 3D bounding box in to a 2D UI widget that shows the player and opponents positions with different icons. This system made in a way to be easily editable and artists who edit the system they only need to change the size of the bounding box instead of working with numbers or scales!

This system mostly implemented by C++ in Unreal Engine and works with multiplayer games.

I implemented a physics-based system to adjust player speed dynamically based on terrain. Players accelerate on slopes and decelerate on hills, adding a layer of realism and strategy to the gameplay. This system uses dot product and cross product calculations to determine terrain angles and player speed adjustments.

Built with a component-based architecture, the system integrates seamlessly with other developers’ work, enabling easy reuse and modification for new maps or gameplay scenarios.

Pure CSS3 Tabs
  • Slope Detection