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SoloUnityDesignDev

Drive. Survive. Repeat.

APR 2026 - PRESENT
IN DEVELOPMENT

Drive. Survive. Repeat. is a horde-fighting, build-customizing, driving game. Players must drift and weave their way through procedurally generated envionments while collecting resources and fighting off waves of enemies. Each run you'll experiment with different vehicles and loadouts, discover devastating combos, and unlock new toys. This project is still in development and is being created by me independantly. All content shown here was created by me and is a work in progress.

Roles

  • Solo Developer
  • & Designer

Skills

  • Systems Design
  • Procedural Generation
  • Combat Design
  • 3D Modeling & Animation
  • Sound Design

Tools

  • Unity
  • C#
  • FMOD
  • Blender
My Work

The core of Drive. Survive. Repeat. will feel familiar to players of Vampire Survivors and the like, while the driving mechanics add a layer of depth to the experience.

Build System

Each vehicle has a unique layout of attachments, definining what kind of equipment it can use and where it equips. This design helps differentiate each vehicle while also allowing the display of items on the vehicles in-game. As more items are equipped the vehicle is transformed from a run of the mill pick-up truck into a Mad Max style death machine!


For example: The Barrel of Tar, which creates pools of tar that slow enemies, equips to the back slot. While the Shuriken Launcher, which deploys revolving blades around the vehicle, equips to the side slots. Both of these items appear in-game attached to your vehicle and have unique visual queues to indicate to the player when they are active.


The attachment points for each vehicle are also representative of the vehicles visuals. Longer vehicles may be able to hold more equip more items to their roof, but have trade offs in handling. While a motorcyle is small and fast and can only equip a small number of items.

Driving Mechanics

The driving mechanics are arcadey and a bit silly, with enough depth to allow for skill expression. Each vehicle has unique stats to change how they handle, as well as a unique body and weight that makes them feel different while driving. Players can further alter each stat with equipment: speed, acceleration, tire grip, fuel reserves, and boost speed.



Level Generation

Levels are procedurally generated using algorithms I designed specifally for this game's level design needs. Due to the driving mechanics, a fully random system would create unplayable levels. I needed to ensure that all areas were driveable, there are no dead ends, and no places the Player can get stuck. There are further constraints created by the AI and how the hordes of enemies navigate the level.

In order to satisfy these requirements while still ensuring the Player has a unique experience each run, a 3-tiered generation system was create. First the city blocks are generated, defining the layout of the roads. Then buildings are selected based on the spaces available in between roads. And finally each building is randomized from a set of hand tailored branching options. Over time Players will learn to recognize certain buildings, but they can never fully predict what changes it might contain and what other obstacles may be in place this run.

In addition to the terrain generation there are also procedural objectives. Like a checkpoint race, which will have the Player racing across rooftops and darting down alleys, created unique new challenges each run.