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Vehicle physics / track tools / multiplayer

Building the systems behind Yaku Racer

Motorbike rigging.
Motorbike rigging.
Motorbike setup in the editor.
Motorbike setup in the editor.

Yaku Racer was a motorbike racing game with a Mario Kart-style setup, but with branded bikes and more grounded handling. I worked on the bike rig, physics setup and movement in Unreal, where physical parameters affected the steering and how the bikes behaved on the track.

Race setup interface.
Race setup interface.
Procedural track and checkpoints.
Procedural track and checkpoints.
Menu and interface development.

There was also more to manage than just racing. Players had health, oil and fuel to keep an eye on, with pit stops each lap to restore them. Checkpoints gave the game a place to reset the rider if depleted resources left the bike unusable. I also built a spline-based track component that generated the track mesh and placed checkpoints automatically.

Multiplayer vehicle and power-up test 1.
Multiplayer vehicle and power-up test 2.
Multiplayer vehicle and power-up test 3.
Multiplayer vehicle and power-up test 4.

The rest of the work included the main menu, interface systems and power-ups. Those power-up demonstrations were running in multiplayer, with the relevant gameplay replicated between players. The project brought together the vehicle setup, track tools and race systems rather than treating each mechanic as a separate demo.