RaceMania

An attempt at recreating TrackMania-style time trial racing as a one-handed mobile game.

  • Role: Game Developer (Design + implementation)

  • Context: Professional prototype

  • Tools: Unity, C#, ScriptableObjects, basic tooling (dev UI, level templates)

  • Timeframe: ~1 month

  • Status: Abandoned prototype

What I owned / delivered

  • Built a custom car controller, with suspension, grip, torque, and weight, all individually tunable in ScriptableObjects to create distinct cars.

  • Implemented a ghost racer, allowing players to race against their fastest time.

  • Designed one-handed controls with assistive systems (auto-braking, simplified inputs) to keep the game playable on mobile.

  • Implemented a camera controller focused on forward visibility and readability, keeping the track ahead in view to support high-speed navigation.

  • Created levels with varied flow and opportunities for risk/reward shortcuts (inspired by TrackMania)

What to Notice in video/build

  • Readability at speed - camera framing and track visibility supporting fast decisions.

  • One-handed controls feel - assist systems that keep control simple without removing skill.

  • Risk/reward shortcuts - how levels support multiple lines and “commitment” decisions.

Context

  • Player Goal: Drive fast, stay in control, and chase better times by learning the track and choosing when to play safe vs take risky shortcuts.

  • Core Loop: Pick a track → run a time trial → restart quickly → improve your line and time while racing a ghost → unlock/try different cars with different handling and new levels

  • What makes it distinct:

    • TrackMania-style “learn the track” time trials adapted to one-handed mobile play.

    • A focus on clarity and flow rather than complex inputs - skill comes from good decisions, learning the levels, and timing.

    • Puzzle-like gameplay feel, getting a gold rating on a level means learning the turns and finding the shortcuts, assisted by a ghost racer showing you what you did well and where you went wrong in a past attempt.

Design goals

  • One-handed accessibility without losing mastery: Simple controls that still reward skill, precision and risk management, and feel good to play in spite of the simplicity.

  • Readable high-speed play: Camera and track design that makes upcoming decisions visible and fair, while inspiring players to look for opportunities to break the track.

  • Fast iteration: Handling, assists, and car identity should be easy to tune and compare (ScriptableObjects). Levels have to go from idea to playability in minutes, not hours.

Constraints

  • Mobile constraints: touch input limitations, small-screen readability, performance considerations.

  • Prototype scope (~1 month): focus on validating core feel (controller, camera, track readability, ghost loop) over long-term content, progression, or polish.

Build

video

Video Block
Double-click here to add a video by URL or embed code. Learn more

Coming Soon

Deep Dive

Previous
Previous

Bestiary

Next
Next

Juno