How I work
UGV movement simulation
Terrain vehicle-movement simulation.
The goal
Create a UGV simulator that felt close to piloting a real vehicle while still delivering a playable, enjoyable experience.
UGV movement-simulation prototype · Silent loop.
Realism in service of play
In some details, real-world physics rules were deliberately bent.
In other cases, Unity physics needed to be pushed beyond its defaults: specific edge cases had to be detected and handled manually, because the engine’s simulation is not fully realistic either.
There was no water simulation, tyre-deformation visual, or simulation of real suspension parts such as trailing arms: the game was intended to run on low-spec hardware, and visual fidelity was secondary. The main focus was how close the feeling and controls came to the real thing — slips, drag and the vehicle’s grip on the terrain.
UGV terrain and movement simulation · Silent loop.
Ground and air coordination
The prototype was also intended to demonstrate communication and coordinated work between ground and air units.