Super Hot Car Game! Unity3D
The project I chose to do with the Unity game engine is called Super Hot Car Game.
Sources of inspiration and approach
Passionate about cars and racing car games like Need For Speed or Gran Turismo, I wanted to show my skills both on the graphic and computer side. Indeed, coming from a background in 3D computer graphics and an engineering school, I decided to use my technical knowledge to the maximum in order to create a 3D application interactive exhibition covers some of the chapters studied at the CNAM in UE MUX205.
The concept that is put forward in this video game is to be able to drive a vehicle using a physical Thrustmaster-type steering wheel and an integrated pedal system. As for the transmission, it is an automatic transmission mode without a shift lever.
Tools and technologies used
It is a 3D video game created as requested with the Unity 3D game engine. As mentioned above, I used a plugin called GIC Controllers that allows you to manipulate "Steer Wheel Force Feedback" joysticks in the Unity engine. Regarding the 3D models, I used the Unity Asset Store where I was able to find the Road Architect asset that allows you to create road generators. Thanks to this asset, I was able to draw a 3D race track. I also created a heighmap in photoshop that I then exported to Unity to draw the terrain. As for the vehicles, I "designed" them myself from existing primitives in Unity. Regarding the props (grass, vegetation, barriers, tunnels, traffic lights, traffic signs...), I found them in Unity Asset Store and integrated them into my 3D scene. Finally, regarding the LODS (trees), I already had ready-made tree generators that I found in unity asset store and that I integrated into my 3D scene.
Regarding the textures, I used the unity asset store and the CG Texture site. In some cases, I've had to retouch certain textures in photoshop.
I'd like to point out that I did a general baking of the whole scene in order to pre-calculate the shadows, and used global illumination in order to have realistic effects. I am aware that what was required was simply the implementation of a prototype but I wanted, as mentioned before, to use my graphic skills on this project. I worked a lot on the rendering, the lighting, pushed the quality settings to the maximum to increase the realism of my scene as much as possible. This also posed difficulties regarding the rendering of the project in the form of a video capture as requested. Indeed, by pushing the settings to the maximum, the video quality took on more weight, but it was required to render a capture of less than 70 MB, which was problematic. As a result, it forced me to make a shorter video.
GamePlay
In terms of gameplay, the experience is pretty fun! Particular care must be taken when the user is cornering, as the car can skid quickly. With the use of a wheel controller force feedback type steering wheel, I tried to set up a system that allows the user to feel the sensations like in a real video game simulator with the forces, haptics (resistance effects), power steering, steering wheel vibrations when the driver is driving on a bumpy road.
The user also has a speed limiter, which is useful when the track is congested. A powerful braking system is also offered so that it does not hit other vehicles and loses points as a result.
The difficulty in this game is to try to dodge as much as possible the other vehicles and obstacles present on the track, otherwise the user loses time and risks losing points too.
In conclusion, I tried to develop a real racing car game simulator, an experience that I would say I would say a lot, both as a developer and as a player, a simulator in which I hope the user will experience sensations. Which is the whole point of the game!