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Multiplayer game · 2025

Race Trap

Racing built around tension, not tutorials.

Multiplayer game2025
Selected work

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

01

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.

02

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.

03

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.

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