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Introduction

Burn rubber across futuristic cityscapes on twisting gravity defying tracks with customizable karts in this competitive arcade racer!

Duration: February 2025 - May 2025
Technologies: Unreal Engine
Team Size: 54 (14 programmers)
Role: Tools and Gameplay Programmer

Responsibilities

  • Developed 3D dynamic camera system

  • Integrated VFX with gameplay logic

  • Managed game performance profiling and optimization

  • Facilitated source control and Steam integration

  • Managed asset integration with artists and designers

3D Camera

Speed and Acceleration

Speed and adrenaline were core pillars of HardDriverz. I tied the camera follow behavior directly to the kart’s velocity. As speed increased, the camera introduced additional positional lag, increasing distance behind the player to exaggerate the feeling of momentum. Boosts and acceleration spikes dynamically increased this effect, enhancing the sensation of speed without changing gameplay physics.


Corkscrews and Multi-Directional Gravity

The tracks included corkscrews, loops, and shifting gravity vectors. To handle these transitions smoothly, I used easing curves and spherical interpolation to blend the camera orientation toward the kart’s rotation over time. This allowed the camera to lag slightly behind rapid orientation changes, emphasizing track geometry while maintaining visual stability.


Loop Handling and Gimbal Lock

Full vertical loops created edge cases where Euler angle thresholds caused abrupt rotational flips. I implemented specialized easing behavior during loop detection that tightened the camera’s alignment to the kart, preventing discontinuities and eliminating gimbal related snapping.


Track Visibility and Framing

Vertical track segments could cause the road ahead to disappear from view. I dynamically adjusted camera pitch and positional offset during loops to maintain forward visibility, while performing collision checks to prevent clipping against track geometry.

VFX

In addition to the camera system, I implemented much of the game’s VFX pipeline. Working closely with artists, I helped author effects and integrate them directly into gameplay systems.


I connected VFX triggers to gameplay events such as drifting, collisions, pickups, and speed boosts. This allowed effects to respond dynamically to player state, reinforcing gameplay feedback and improving moment to moment clarity.

Integration and Tools

System Integration

One of my largest contributions was managing system integration and the technical infrastructure that kept production moving. As new features were developed, I acted as the primary point of contact across artists, designers, and programmers for compatibility testing, asset integration, and connecting gameplay logic to designer built levels.


Performance Optimization

I also took ownership of performance profiling and optimization. This required familiarity with nearly every major system in the game and working with programmers to diagnose bottlenecks, resolve cross system conflicts, and improve overall performance.


Release Pipeline

I helped manage our Steam release pipeline, including SteamWorks API integration, milestone builds, and our automated build machine. When issues arose, I frequently investigated and resolved them so the rest of the team could remain focused on development.

Team Coordination

Because our team was cross cultural, communication styles, expectations, and feedback approaches often varied between members. With artists, designers, and programmers working in parallel, many issues naturally appeared at the boundaries between systems. I focused on adapting my communication to be clearer and more structured, ensuring that technical decisions and requirements were understood across disciplines. By encouraging open discussion, clarifying assumptions early, and translating between design goals and engineering constraints, I helped reduce misunderstandings and keep collaboration productive.

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