Nitro Xtreme Racer
A 3D racing game featuring multiple race types such as Sprint, Circuit, and Knockout, set across detailed environments including city, forest, and desert.
My Role
I led development of types of mode like sprint, Lap Knockout, Speed Cam etc, UI and Animation, Cinemachine for cinematic shots, Optimized the games to run at 60FPS even on low-end devices.
Technologies
- Cinemachine : Implemented Cinemachine for cinematic race start/finish sequences and garage car showcases.
- ScriptableObject : Implemented ScriptableObjects for modular and scalable level and car data management.
- Physics Raycast : Used Physics Raycasting to detect obstacles and guide AI car navigation through the environment.
- Singleton Pattern : Implemented Singleton Pattern to ensure centralized control and global access to key systems including UI, gameplay, level, and audio management.
- Node-based path : Implemented a node-based path system to enable smooth and controlled AI path following.
- Spritesheet : Collaborated with the UI artist to consolidate UI assets into a spritesheet for better optimization and rendering efficiency.
- Texture Atlas: Collaborated with the game artist to consolidate texture assets into a texture atlas for better optimization and rendering efficiency.
- Occlusion Culling : Implemented Occlusion Culling in densely built city environments to optimize rendering performance by avoiding unnecessary draw calls.
- Batching : Implemented static batching for non-moving environment elements and dynamic batching for frequently changing objects to optimize rendering performance.
Links
Google Play Store
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Apple App Store