My role
Solo gameplay & graphics programmer — vehicle physics, shaders, and replay.

Designed and shipped a stylised arcade racer from first prototype to Steam launch. Authored the arcade vehicle controller — slip-angle drift model, boost economy, and camera shake — on top of a custom rigidbody rig rather than the built-in wheel colliders, so the handling stays readable at 200 km/h. Wrote the neon look as a set of HLSL surface shaders with bloom-friendly emissive masks, and built a deterministic replay system that records input frames so ghosts stay frame-accurate across machines. Optimised the render loop with GPU instancing for the crowd and trackside props to hold a locked 60 fps on mid-range hardware.
Solo gameplay & graphics programmer — vehicle physics, shaders, and replay.
Launched to 92% positive on Steam and held a stable 60 fps on GTX 1060-class GPUs.