Role: Lead Producer & Director
Engine: Unreal Engine 4/5
Status: Pre-Production / Team Building
The Vision:
I am looking to build a dedicated core team to develop a high-octane, arcade racing game that brings back the aggression of the golden era. Think the visceral takedowns of Burnout Revenge, the environmental destruction of Split/Second, and the drift mechanics of Ridge Racer Unbounded—all wrapped in a modern, semi-realistic aesthetic.
We aren't making a simulator. We are making a game where the cars look beautiful, sound fierce (Wwise), and feel heavy—right before they are smashed into a concrete divider at 150MPH.
The Twist:
To separate this from a standard arcade racer, we are introducing the "Entropy System."
In most games, the track is static. In our game, speed and aggression destabilize the environment. The higher the collective "Chaos Meter" of the race, the more the track itself begins to warp and shift. A clean lap is a safe lap, but a violent lap opens up dangerous, high-speed shortcuts that didn't exist before. You don't just race the opponents; you force the track to evolve through your aggression.
Who I Need:
I am building a collaborative team (3 people per squad) to bring this vision to life.
Coders (x3): Proficient in C++ or Blueprints (UE4/5). Focus on vehicle physics, replication (netcode), and AI behavior.
Track & Environment Designers (x3): Ability to create grey-box layouts that flow well for drifting and combat, then flesh them out with semi-realistic detail.
Car Designers (x3): Hard-surface modelers (Blender/Maya/Max) to design original, fictional manufacturers. We need muscle, tuner, and exotic archetypes with full damage models.
Lore Writers (x3): To flesh out the world, the drivers, and the fictional car manufacturer histories.
Graphic Designers (x3): For UI/UX (speedometers, menus), logos, and game branding.
Audio/Composers (x3): Electronic/Rock hybrid composers and Sound Designers familiar with Wwise for engine synthesis and impact SFX.
Playtesters (x3): To break the game, find exploits, and help tune the handling.
Lead Directors for each department: To keep track on each of the departments for the game whilst I handle other responsibilities and hobbies outside of development. I will check back every 2 weeks, to see if there are any new developments that would work well with the game.
Our Goal:
To release a polished, high-adrenaline Vertical Slice on itch.io that captures the "just one more race" feeling, with potential for further expansion based on community reception.
If you wish to reach out, reply to this message, and I will send you my discord link to discuss more details about the project.