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BEYOND THE LINE

First created in Unity as a passion project, and then refined in University, "BTL" was an experiment with procedural tools, custom physics and data analysis. The core of the project was to create an open-world hovercraft racing game, with a focus on freedom of choice.

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Satisfied with the prototype, I then rebuilt it in Unreal Engine 4, using C++ and Blueprints, with a focus on creating tools which allowed me to experiment and iterate quickly.

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Beyond the Line never quite left the back of my mind, and I still dream of someday implementing speed and freedom, both for gameplay and development tools, into a larger polished product.

Prototyped in Unity

Initially started as a passion project over a summer break, I created a polished prototype Hovercraft game for university. The final submission had three linear tracks, two open-world courses, three different vehicles and a tutorial.


The environments were created in Houdini, using its procedural workflow to create the terrain, as well as roads, textures and tree placement.

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It also had integrated data collection tools allowing me to refine and iterate on the game based on player Data.

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The "3 C's" were vital when working on the vehicles, creating a system that was responsive, while offering emergent challenges. Of a particular focus was how changing even small values on handling or acceleration could affect the player's experience and interaction with the tracks.

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Remade in Unreal Engine 4

Wanting to further my knowledge with UE4 and C++ in particular, I remade the game, with a greater focus on the open-world aspects.

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Using Gaia to create procedural terrains, with a custom material landscape as well as UE4's array of procedural tools, I could easily experiment with a variety of environments.

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Worlds could then be fleshed out with Quixel Megascans and my track building tool.

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The difference in physics systems meant I had to rethink several aspects of the game, taking the best parts of the Unity prototype while improving on issues.

Track Building Tool

A key issue with the original Unity version was the time it took to iterate and edit tracks. Using UE4's spline tool as a foundation, I created an editor with which Tracks could quickly be created and edited.

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As well as being capable of horizontal and vertical manipulation, it also has procedural support columns, exchangeable parts such as quarter-pipes and tunnels, and can be split into two separate tracks.

Using C++ and Blueprints together

The core of the Hovercraft's system is written in C++, and then placed as nodes into Blueprints. This allowed me to rapidly test a variety of different vehicle types and settings, while still relying on the speed and cleanliness of C++ within UE4.

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The physical, visual and camera components are all handled separately, giving me complete control over the character, controls and camera of the vehicle. 

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