Final-year project · Solo developer · Unity 6
DoomsTracks
A vehicular combat racer where racing meets rockets, built solo as my final-year project: custom vehicle physics, AI drivers that race and fight, a three-act story campaign and online races for up to 8 players.
- Context
- Final-year project, BS Computer Science
- Role
- Solo developer
- Platform
- PC (Windows)
- Multiplayer
- Online, up to 8 players
What I built
Design, code, 3D pipeline, networking and testing
- Vehicle physics with gear shifting, drifting and nitro.
- Weapons: machine guns, rockets and mines.
- AI drivers with waypoint navigation that race, fight, use weapons and decide on pickups.
- Online multiplayer for up to 8 players: server-authoritative Netcode for GameObjects (NetworkVariables and RPCs) with UGS Authentication, Lobby and Relay.
- A three-act story campaign with cutscenes.
- A garage with vehicle customization.
- Three combat vehicles modelled and rigged through a Blender → FBX → Unity pipeline.
The challenge
DoomsTracks had to work as three games at once: a racing game with believable handling, a combat game with weapons and pickups, and an online game where up to eight players share the same race.
As a solo project, every one of those systems, plus the vehicles themselves, had one owner.
The approach
Multiplayer is built on Unity's own stack. NetworkVariables carry state and RPCs carry events, while UGS Authentication, Lobby and Relay handle player identity and getting into a race together.
AI opponents follow waypoint routes and make their own weapon and pickup decisions. The game went through structured playtesting as part of the final-year project.
Keep exploring
Building something multiplayer?
I'm open to game development roles, freelance projects and collaborations, in Pakistan or remote.