Chrono Club
High Concept: Chrono Club is a 3D combat racing game where twelve racers from all over the timeline will be competing against each other in an intense karting tournament to find out who is the best. Using their driving skills, energy management and item usage to win the first-place trophy.
It can be played alone or with up to 4 players in local multiplayer.
Language: Unreal Engine Blueprints
Engine: Unreal Engine 5
Team Size: 5 Programmers
Download: Play It On Steam!
My Role: Producer & Gameplay Programmer
By using Unreal Engine 5 as our engine for Chrono Club the entire team was able to focus on other aspects of the game more than the pure technical ones. Leading to a wide range of task variety.
During this project I was the Producer, so it was my task to organize the team, prioritize tasks and oversee the state of the project to make sure that we delivered in a periodical way.
My main contributions to the project were:
Character Controller: Implemented a physics-based system for the handling of vehicles (e.g. simulating suspension forces and physically-accurate friction which causes steering) and went through several iterations of testing and polishing the different features (drifting, boosting, etc.) to achieve a satisfying and intuitive control for users.
“Interactions” System: Developed a trigger system for track interactions (e.g. players triggering traps, shortcuts, etc.). Allowing triggers to be placed on the tracks and linked to the objects its interacting with through an event. This made the process of adding interactions to the tracks very easy and streamlined. Being able to add a big variety of special events that players can trigger during the race, all using the same functionality. I have also worked with the rest of the team using this system to implement those interactions on the different tracks of the game to give each track a fun and unique experience.
Design: Designed and helped implement the main gameplay loop elements. Such as players having an amount of energy that gets increased faster by drifting, and also being able to use this energy to activate track interactions. These elements can allow interesting gameplay moments and encourage quick-reaction decisions that spice up gameplay. Along with this, I also designed, created and implemented three of the game’s tracks: Techno-Factory, Mars Colony and Evil Guy’s Castle.
Visual / Sound Improvements: Went through several iterations of improvement in order to polish the game as much as possible in the visual and audio aspects. This involved developing dynamic sound systems for the engines and drifting sounds, designing particle effects and materials, etc.
Along with overseeing the majority of the project, often stepping in to assist teammates with design choices or debugging different aspects of the game’s systems.