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Lukas Schwarzer 2020 Art CV
Lukas Schwarzer 2020 Art CV

I've been recently developing a mobile title using Unreal Engine. Motorsport Showdown is a genre-blending mobile game that combines endless runner gameplay, personnel management, and car customization, all wrapped in the thrill of motorsport.
I've developed the entire project solo, without using almost any third-party assets. I coded all gameplay in C++, rigged and animated every animation, modeled, textured, and built all assets and shaders, designed the UI, and even self-produced most of the game's audio.
The following video is a short demo of some of the progress I've made in my development. This is still Pre-Alpha content.
Work In Progress Demo
Project Breakdown
As of recent, the project contains over 30 custom classes. One class I'd like to highlight that's the backbone of the interaction systems around the vehicles inside the garages, is the VehicleDataAsset.
This class derives from the Data Asset class and contains properties that then define specific vehicles. It holds properties you would expect like a vehicles name, skeletal meshes, and an animation blueprint.
But I've also implemented a Task Sequence section which specifies the sequence of actions a mechanic must complete for a given task on a vehicle. I devised this to be part of the VehicleDataAsset since not all cars follow the same sequence of actions to complete the same task (i.e. Some Engines are under the hood while some lay under the trunk). The class also contains locator transforms relative to the Vehicles origin which are then referenced for positioning the mechanic when completing specific tasks.
I chose to compile these properties in a custom Data Asset class over a blueprint derived class as it seemed the most logical solution to the following requirments I needed:
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Editable within engine
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Easily referenceable in other classes
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Not an actor that is spawned into the world
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Concise property list
Task Sequences

Interaction Points

Vehicles
Since a portion of the game revolves around repairing NPC cars as well as customizing player cars, I designed a custom VehicleRig which would allow for components to be attached to various sockets and allow for seamless animations when mechanics are tasked with removing them from the vehicle. While considered hero assets for this project I built the vehicle assets to be as performant as possible without sacrificing fidelity since the target platform will be mobile. The example below comprises of 45k tris.
Vehicle Rig

Components

Dynamic Character Customization
The project also contains mechanic randomization to offer a diverse set of characters for players to choose from to work in the garages. Customization include gender, race, hair and eye color, as well as randomization of currently 12 different outfits. The system also links the relative UI portrait to each mechanic. All assets including 3D models and a UI characters were self produced.

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