Improving the track visuals


I am still in the process of updating the visuals of the game by modeling more low poly content. I am looking forward to focusing on game mechanics again soon but I do have my reasons for modeling content: First of all, I want the game to be as attractive as I can make it early on to build an interest and attract potential future players. Marketing has always been my downfall and  I think exposure is one of the most difficult tasks when it comes to developing and publishing your own game. I am hoping that enough people find the game looking interesting enough to stick around or, better yet, tell their friends about it so it's not total silence the day I launch the game.

Other reasons for adding content is to establish the art style of the game and also for performance testing. I am going for a low-poly look but with the amount of objects in the scene, most of them with mesh colliders and rigidbody components added to them, I have to keep a careful watch on performance. I also use real-time shadows so getting at least one race track to the state of looking similar to what the final game will look like is beneficial to maintain decent performance.


Here's a short animation of what the content I have been creating the past week looks like in action.

The game camera view will be top-down isometric but along the track I will place press photographers and TV-crew with film cameras and they will stay active while you race publishing views as they see it from the track to a steady feed on the Internet for others to watch!

Leave a comment

Log in with itch.io to leave a comment.