Project Drift
A downloadable game for Windows
SYNOPSIS
Project Drift is an endless, arcade-style drifting game in which players pilot a stylised car through an ever-winding, procedurally generated road. The core thrill comes from chaining graceful drifts around randomly placed pillars, racking up a score based on both angle and speed, while collecting tokens to unlock cosmetic rewards. Its minimalist aesthetic, dynamic world-space HUD, and tight risk-reward loop are designed to induce a “flow state” and keep players chasing just one more run.
Specs
- Team Size: 1
- Engine: Unreal Engine 5
- Language: Blueprint & C++
- Dev time: ~ 2.5 months
- Type: Portfolio Project
- Controls: Mouse & Keyboard
How to Play
- WASD: Move
- Spacebar: Handbrake
- Esc: Pause
This project was an ambitious undertaking for me, as it marked my first time building a game using C++ within Unreal Engine. Wanting to push myself beyond comfort zones, I deliberately chose to move beyond Blueprints and confront a rather steep, learning curve of C++ especially with how this project had to utilise it. It was a challenging journey—filled with debugging, trial and error and design decisions that ultimately had to be made, in omitting some initial design wishes that I simply wasn't proficient or experienced enough with C++ to accomplish. But it was ultimately, an incredibly rewarding one that expanded both my technical and problem-solving skills.
A key part of this project was also exploring the role of using AI as an asset to game development. I experimented with using AI tools to see how and if it could be used to streamline certain workflows for a solo developer, iterate faster, and seek clarity when encountering complex technical hurdles.
From a design standpoint, I set out to create a game that stood out visually and mechanically—a procedurally generated, style/speed-focused drift game with an expressive, stylised UI and a strong arcade feel. I wanted it to feel dynamic, rewarding, and visually crisp, without leaning on realism. This meant a lot of custom systems—like procedural road generation, token spawning, and dynamic scoring—all of which demanded rigorous testing and iteration to get right.
This project taught me an immense amount: from the intricacies of game state management, to a highly ambitious first step into C++. It was a comprehensive, occasionally overwhelming experience—but it made my experience in game design more rich as well.
I have included the GDD for this project as a downloadable file as well.
Published | 18 hours ago |
Status | Released |
Platforms | Windows |
Author | BlackFall Games |
Genre | Racing |
Tags | Casual, Driving, Procedural Generation, Singleplayer |
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