About

Shadow Racer is a third-person driving adventure game set in a post-apocalyptic Grand Canyon. The player must find and use the ancient powers of the flash, turbo and bumper in order to defeat the cars from the darkness empire. It was published on Steam in May 2022 to almost 100% positive reviews.

  Link to Steam page

  •   Unreal Engine 4
  •   8 months
  •   6 programmers


Screenshots

Release Trailer
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My Work


Race System

Using UE4's event dispatchers, I developed a reusable race system that allowed other developers to easily create their own semi-scripted 1v1 races against an AI car.

I also used that system to build the gameplay for an entire level, where the player races an enemy car, in order to obtain a car upgrade.

  • Player dialogue with enemy car
  • Race states logic
  • Enemy car AI
  • Breakable mining carts
  • Cone interactables
  • Race start and end cinematics

Level Building

  • Designed one of the game's main levels (race level)
  • Built said level from scratch using UE4's landscape and foliage systems
  • Collaborated with other level builders to improve the visual quality of their levels

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Cinematics

  • Implemented several high quality cinematics that added context to the story and the mechanics of the game
  • Leveraging Unreal's sequencer system, created smooth camera transitions between cinematics and gameplay


Player/Environment Feedback

  • Added controller rumble feedback to player mechanics like flashing, drifting, or using turbo
  • Added environment elements like animated crows that fly away when close to player, as well controller rumble when interacting with certain props
  • Designed and implemented some of the sound effects: objects' destruction, impact, car upgrading and flashing, radio, menu sfx etc.
  • Integrated ambience loopable sounds: dust ambience, darkness ambience when player is close to elements interactable with flash etc.


Level Lighting

Transformed the visual quality of the levels through clever use of Unreal's lighting and post-process effects, while monitoring performance.

  • Outdoor lighting and fog simulating a desert-like environment
  • God Rays generated by sunlight
  • Car's headlights as volumetric spotlights
  • Other smaller lighting elements


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VFX

Created a small set of vfx using Unreal's material editor and Niagara system:
  • Car Turbo
  • Darkness Portals
  • Drifting Marks
  • Smoke Particles
  • Car Explosion
  • Lightflash Recovery Effect
  • Darkness shields