← Igor Arterchuk

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.