**Disclaimer:** I have withdrawn from this project and am no longer working on it. I do not have any information on the current state of the game now, but I will leave this game page here to hopefully showcase my development capabilities at the time when this PLAYABLE PROTOTYPE was released.

Kinetic

  • Genre: Futuristic, 3D, Timed, Racer
  • Team: Sidewinder Games
  • Project Length: 4 months
  • Project URL: bogbog.itch.io/kinetic

Game Description:

Kinetic is a fast-paced anti-gravity racing game, inspired by games of the same genre from the late 90's and early 2000's. We're creating three Grand Prix cups with five maps each for a total of fifteen currently planned maps, in order to have a diversity of play environments in which to recreate the experience of the genre. We are looking to create a unique experience on PC with Large Multiplayer Races of 20 or more players across varied and challenging courses.

Kinetic was made out of a love for the AG Racing genre. With a severe lack of modern AG Racers being made, especially on PC, we are looking to fill the void with a fast-paced and tight controlling AG Racer.



In-depth description of my contributions


How it began:
This project is my first collab project, I had never worked in collaboration with others before. In the project, of about 4-5 people, I was the only one who knew how to use Unity. The others were just artists who only knew how to model and draw, so I came into this project as the only developer/programmer.

What I did in Unity:
During the development of Kinetic, since I was the sole Unity Developer, I was responsible for pretty much most of the systems and code in the game. Anything technical in the game was all my work, the artists and designers would give me models, UI concepts, and documentation on what the game is and how it looked like. All I had to do was bring it to life and make it into a playable game.

The Ending:
Developing this project definitely wasn't easy, I was balancing a lot between working on the game and my studies. Eventually once I had started my courses at a university in Norway, I made the decision to leave the project. Since I started studying at a Game Design course, I realized I could be spending a lot more time here than working on a project I am unsure would be successful. My initial incentive to join the project in the first place was to experience working with others, while the project manager wanted to grow this game into a hit racer, it wasn't my intention so I officially left the project and said my goodbyes.