Race Trap
Racing built around tension, not tutorials.
Role
Game design, Gameplay engineering, Multiplayer backend, UI
Stack
Unity, C#, Node.js, WebSockets, Redis
Timeline
Ongoing live product
The brief
Racing games live or die on feel. The goal was to make something a first-time player could understand in seconds, with real opponents and races short enough that starting another one feels automatic.
A fast, social multiplayer racing game where every corner and every second matters. Built on authoritative netcode, tight controls and a progression loop that gives players a reason to come back.
The approach
Netcode before content
We built the multiplayer layer first: server-authoritative movement, lag compensation and reconnection handling. Content only made sense once the race felt fair.
Controls that forgive, not fake
Input response was tuned frame by frame. The car should feel physical without punishing a player for a single late tap.
A loop, not a feature list
Progression, unlocks and daily challenges were designed as one loop, so every session ends with a clear next goal.
What we built
- 01Real-time multiplayer racing with server-authoritative state
- 02Lobbies, matchmaking and reconnect handling
- 03Progression, unlocks and daily challenges
- 04Responsive input and HUD across desktop and mobile
Outcome
Race Trap runs as a live product, with gameplay and performance refined against real players rather than assumptions.
Next project
NX-Players
Gaming platform · 2025
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