Arcade racing sim · 2.3M plays
Apex had art and tracks — they needed the racing to feel arcadey, snappy, and fair across PC, mobile and Xbox. Their existing prototype handled like a brick.
Started from a clean physics layer. Built a custom hovercraft-style controller with predictable drift mechanics. Wrote a replay-recorder for QA.
Cross-platform parity nailed — same lap times within 2% across input methods. Tournament mode now runs weekly and pulls 50k concurrent players each Sunday.
Screenshots are placeholders — drop in real captures once available.
Custom 4-wheel friction model on top of Roblox physics. Tunable per-vehicle. Each of the 12 cars has 14 parameters (downforce, grip, throttle curve, etc.).
Records inputs, not transforms — 1.2KB per minute of footage. Designers can scrub frame-by-frame to tune AI behavior.
"They turned brick handling into a feel-good arcade racer. The driving sells the game."
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