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Neon Off Circuit
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Neon Off Circuit

Neon Off Circuit was developed as the degree project for the 3D Games Art & Design programme at the University of Hertfordshire. Our goal was to create a playable demo for a racing game, and to achieve this we dedicated 8 months of hard work into this project.

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Team Members

Matheus Leal Kohatsu - Technical Artist, Level Designer
Website     Linkedin     Vimeo

Nicole Antunes Campanha Lourenço - 3D Artist
Portfolio     Linkedin

Sabrina Gonçalves de Araujo Teixeira - 3D and Visual Effects Artist
ArtStation     Website     Linkedin

Project Description

Neon Off Circuit was developed as the final-year project for the 3D Games Art & Design programme at the University of Hertfordshire. Our goal was to create a playable demo for our envisioned game, and to achieve this we dedicated 8 months of hard work into this project. Developed in Unreal Engine 5, this demo contains a single race, showcasing the game’s gameplay loop. With the possibility of choosing between 4 different playable cars, and 4 unique powers, we are very proud of the variety we were able to have ready to present to players.

Game Premise

In a society where the class divide has developed into an uncrossable gulf, the majority of the population suffers in harsh living conditions and with no way out of their situation. Highly advanced technology is advertised in uncountable digital billboards, lighting the night sky in bright neon colors, yet the average person can only afford cheap alternatives.

In this hopeless landscape, the Neon Off Circuit competition rises as a beacon of hope for the masses (at least that’s how it is advertised)! This racing tournament welcomes anyone with a vehicle and quick reflexes, and promises to the winner a ludicrous amount of prize money as a reward. Participants must race across urban tracks, and can fit their machines with advanced equipment, provided by the tournament organizers, to be used against fellow competitors. Anything goes in these races, and the rich audience is sure to have a lot of fun betting their fortunes while watching the mayhem!

Logo

The general inspiration for the logo design was synthwave visuals, sci-fi, and obviously racing games. We also aimed to achieve a nostalgic-game feel, inspired by PS1 and 2 games. Visual elements from references and tests that ended up in the final version are neon lettering joined by a word with a metallic-like effect; letters cut by a horizontal line, common in sci-fi logos; and slanted text signalling speed and motion.

Cars

When it came to the cars the main idea was that the vehicles would combine vintage and futuristic aesthetics.

Uno Mille

by Nicole Campanha

Our first car is modeled after a well-known Brazilian classic, the Fiat Uno Mille. This car is famous for its affordability and widespread use by many companies as a service vehicle. Given the game's theme of old cars being modified for racing, the Uno Mille was the choice for this transformation.
The Fiat Uno Mille’s reputation for versatility makes it an ideal candidate for our game’s customization process. By incorporating this familiar car, we aim to create a strong connection with players, celebrating the ingenuity and creativity involved in repurposing everyday vehicles for extraordinary races.

VW Camper Van

by Nicole Campanha

We chose the VW Camper Van, known in Brazil as the Kombi, for our game because it is an iconic vehicle with a rich history. Renowned for its versatility in transporting both people and goods, the Kombi holds a special place in the hearts of many Brazilians. By including this beloved vehicle, we aim to evoke a sense of nostalgia and cultural pride. Our VW Camper Van proudly features the Varig logo. Varig, a prominent Brazilian airline from 1997 to 2006, is remembered fondly by many. Combining the iconic Kombi with the Varig branding not only adds authenticity to our game but also highlights a unique hint of a Brazilian classic.

Taxi Cab

by Sabrina Teixeira

The premise of the game suggests that the vehicles would normally be used in daily life in the city, and were then tuned for street racing. For that reason, we decided to add a Taxi since it would bring a bit more personality to the game. The main reference for this car was the Volkswagen Beetle. We chose it as a reference because it is a car loved by many people from different countries.

Pizza Delivery Car

by Sabrina Teixeira

We added a Pizza Delivery Car for similar reasons to the Taxi. The main reference was a classic Cadillac. The reason we chose this car as a reference is that is an old car that has futuristic elements.

Environment Art

by Nicole Campanha & Sabrina Teixeira

To create our game's environment, we emphasized designing buildings with simple meshes complemented by striking textures. The setting features a captivating blend of cyberpunk neon aesthetics while evoking the nostalgic charm of early 2000s PlayStation 1 graphics. This fusion delivers a visually engaging experience that feels both retro and futuristic, providing a unique backdrop for players to explore.

The street props feature worn-out textures, complete with dirt and rust, to convey the passage of time and the impact of weather. Despite the city's advanced technological progress, these details highlight how everyday objects still bear the marks of aging and environmental wear.

Level Design

by Matheus Kohatsu

During the greybox iteration process, my concern was creating a design that would highlight the futuristic mood, as well as intensifying the city’s sense of scale.The placement of a vast amount of buildings unrealistically close to each other adds to the mood of a cyberpunk urban landscape, while the large skyscraper and the floating highway signalize the game’s sci-fi aspect. I decided that having height variation in the track was a good strategy for exposing the environment during gameplay, which is why players race upwards along the tower, and then back down to street-level through the highway.

In order to make the iterative process faster, I developed a procedural mesh placement system that adds buildings and other objects along the environment following a few guidelines. Buildings, as well as objects such as trash cans and street lights are placed alongside the street; shorter buildings are placed under the floating highway; and tall towers fill the rest of the city area. Thanks to this tool, I was able to make changes to the level layout without having to worry about modifying the placement of so many assets by hand.

Programming

by Matheus Kohatsu

Programming was all done through Unreal’s Blueprint system, from gameplay to UI implementation to opponent AI. I’d say one of my biggest challenges in this regard was working with Unreal’s Chaos Vehicles system, which was used to create the cars. While initially easy to set up, modifying the movement to make it faster and more arcade-like proved to be quite unintuitive. I eventually managed to find ways to increase speed and improve responsiveness, and I am quite happy with the end result.

Developing 4 distinct powers that can be used by players was a productive learning process as well. The variety of the powers meant that I had to learn different facets of the engine for each power developed.

VFX

by Sabrina Teixeira

Unreal Engine's Niagara System was used for creating the orbs, the shield, the missile, the energy strike, and the fireworks. Photoshop and Houdini were also used for some of the effects.

Orbs

Players will need to collect the orbs during the race to charge their powers. The concept was to have a main nucleus and circles that pulsate from the orb as if they were energy pulses.

Shield

Inside Houdini, the whole structure and animation of the shield was made and exported to Unreal Engine, where it received a material. A Niagara system was set to emit particles once it hits.

Missile

The Missile Power was done completely using Niagara Particles.

Energy Strike

For the energy strike, besides using Niagara inside Unreal Engine, Adobe Photoshop was also used to paint alphas that were used to texture the effect.

Credits

Freelancer
Adrian Cota
- Text Effects for the Trailer
Linkedin

Soundtrack:
Cybertruck by Mood Maze

Music from #Uppbeat
License code: 2BEMRZHIARFWBZSC

SFX:
Sound Effects from Pixabay


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