Overview
A multiplayer game where you and your friends drive cars into each other, built on a custom fork of Godot 4. The lighthearted premise hides a serious technical foundation: 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 and game design lead, I drive the creative direction, define the core mechanics, and coordinate the team. Building a custom physics solution on top of Godot, while designing a game around it, has made me think hard 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
- Understood network determinism, simulation latency, and the tradeoffs between them in depth
- Worked on multiplayer game design - balancing responsiveness, fairness, and feel for all players
- Led the project: coordinating the team, communicating technical and design intent, and making scope decisions under real constraints
Gallery

Level Design

Prototype Customization

Shader Magic