Overview
A multiplayer game where you and your friends drive cars into each other — built on a custom fork of Godot 4. Despite the lighthearted premise, the technical foundation is serious: we designed and implemented our own rollback netcode from scratch to make the physics-based movement feel smooth and responsive for all players regardless of latency. The netcode architecture takes direct inspiration from Rocket League and Overwatch, both known for setting the bar in multiplayer feel.
As project lead and game design lead, I drive the creative direction, define the core mechanics, and coordinate the team. The challenge of building a custom engine layer on top of Godot while designing a game around it has pushed me to think deeply about systems architecture, network determinism, and how physics simulation affects player experience.
What I Learned
- Designed and implemented rollback netcode from scratch, studying how Rocket League and Overwatch approach low-latency multiplayer
- Learned to fork and extend a real engine (Godot 4) at a low level to support custom networking requirements
- Developed a deep understanding of network determinism, physics simulation, and the tradeoffs between them
- Gained experience in multiplayer game design — balancing responsiveness, fairness, and feel for all players
- Grew as a project lead: coordinating a team, communicating technical and design intent, and making scope decisions under real constraints
Gallery

Level Design

Prototype Customization

Shader Magic