Game Development
Slide Over
SlideOver is a Unity-based 3D drifting game with a vaporwave aesthetic, dynamic tracks, and low-poly cars. Players race against time to rack up drift scores, supported by smooth Cinemachine camera work, immersive in-world speed displays, and a custom drift scoring system for an engaging arcade experience.
Year :
2024
Industry :
Game Development
Client :
University Project
Project Duration :
4 Weeks



Introduction:
SlideOver is a 3D drifting game developed in Unity & C#. The objective is to hit the target score by drifting within the time limit. Featuring a vaporwave-inspired aesthetic and low-poly car models, the game combines style with challenge. A dynamic track system adds variation, pushing players to stay in control while chasing high scores.



Development Process:
The project began by experimenting with a car controller asset and reworking it into a full game. Originally envisioned as a street racing game with police chases, the concept evolved into a more relaxed, vaporwave-inspired drifting experience. To achieve smoother third-person camera control, I implemented Cinemachine with its Lookahead feature, which predicts player movement for fluid camera transitions.
For the environment, I integrated the Simple Roads asset to create curvy, elevated tracks, adjusting materials to match the vaporwave palette. To avoid empty space, I added props and details to enhance the atmosphere.
Key gameplay mechanics included building a drift counter system that tracks score, drift angle, multipliers, and performance, drawing inspiration from Nanousis Development tutorials. This system uses raycasts to detect collisions, preventing players from exploiting drift scoring while crashing.
To heighten immersion, I added an in-world speed display, attached directly to the car rather than the UI canvas, allowing it to move dynamically with the vehicle.






Features:
Dynamic track layouts using curvy, elevated roads.
Cinemachine camera system with predictive lookahead.
Real-time drift scoring (angle, multiplier, total score).
In-world speed display for immersive feedback.
Vaporwave-inspired visuals with low-poly cars and stylized props.






More Projects
Game Development
Slide Over
SlideOver is a Unity-based 3D drifting game with a vaporwave aesthetic, dynamic tracks, and low-poly cars. Players race against time to rack up drift scores, supported by smooth Cinemachine camera work, immersive in-world speed displays, and a custom drift scoring system for an engaging arcade experience.
Year :
2024
Industry :
Game Development
Client :
University Project
Project Duration :
4 Weeks



Introduction:
SlideOver is a 3D drifting game developed in Unity & C#. The objective is to hit the target score by drifting within the time limit. Featuring a vaporwave-inspired aesthetic and low-poly car models, the game combines style with challenge. A dynamic track system adds variation, pushing players to stay in control while chasing high scores.



Development Process:
The project began by experimenting with a car controller asset and reworking it into a full game. Originally envisioned as a street racing game with police chases, the concept evolved into a more relaxed, vaporwave-inspired drifting experience. To achieve smoother third-person camera control, I implemented Cinemachine with its Lookahead feature, which predicts player movement for fluid camera transitions.
For the environment, I integrated the Simple Roads asset to create curvy, elevated tracks, adjusting materials to match the vaporwave palette. To avoid empty space, I added props and details to enhance the atmosphere.
Key gameplay mechanics included building a drift counter system that tracks score, drift angle, multipliers, and performance, drawing inspiration from Nanousis Development tutorials. This system uses raycasts to detect collisions, preventing players from exploiting drift scoring while crashing.
To heighten immersion, I added an in-world speed display, attached directly to the car rather than the UI canvas, allowing it to move dynamically with the vehicle.






Features:
Dynamic track layouts using curvy, elevated roads.
Cinemachine camera system with predictive lookahead.
Real-time drift scoring (angle, multiplier, total score).
In-world speed display for immersive feedback.
Vaporwave-inspired visuals with low-poly cars and stylized props.






More Projects
Game Development
Slide Over
SlideOver is a Unity-based 3D drifting game with a vaporwave aesthetic, dynamic tracks, and low-poly cars. Players race against time to rack up drift scores, supported by smooth Cinemachine camera work, immersive in-world speed displays, and a custom drift scoring system for an engaging arcade experience.
Year :
2024
Industry :
Game Development
Client :
University Project
Project Duration :
4 Weeks



Introduction:
SlideOver is a 3D drifting game developed in Unity & C#. The objective is to hit the target score by drifting within the time limit. Featuring a vaporwave-inspired aesthetic and low-poly car models, the game combines style with challenge. A dynamic track system adds variation, pushing players to stay in control while chasing high scores.



Development Process:
The project began by experimenting with a car controller asset and reworking it into a full game. Originally envisioned as a street racing game with police chases, the concept evolved into a more relaxed, vaporwave-inspired drifting experience. To achieve smoother third-person camera control, I implemented Cinemachine with its Lookahead feature, which predicts player movement for fluid camera transitions.
For the environment, I integrated the Simple Roads asset to create curvy, elevated tracks, adjusting materials to match the vaporwave palette. To avoid empty space, I added props and details to enhance the atmosphere.
Key gameplay mechanics included building a drift counter system that tracks score, drift angle, multipliers, and performance, drawing inspiration from Nanousis Development tutorials. This system uses raycasts to detect collisions, preventing players from exploiting drift scoring while crashing.
To heighten immersion, I added an in-world speed display, attached directly to the car rather than the UI canvas, allowing it to move dynamically with the vehicle.






Features:
Dynamic track layouts using curvy, elevated roads.
Cinemachine camera system with predictive lookahead.
Real-time drift scoring (angle, multiplier, total score).
In-world speed display for immersive feedback.
Vaporwave-inspired visuals with low-poly cars and stylized props.





