← projects

game · Unity 2023 · C#, GLSL · 2026

Neon Drift

A neon-soaked top-down racer built solo over four months.

Neon Drift gameplay screenshot showing a synth-styled car drifting through a glowing city

Case study · STAR

The story

S

Situation

Synthwave racing has been done a hundred times, but most of it is on-rails or forgivingly slow. I wanted something tight and arcade — every drift mattering, every track playable in under three minutes — and there was nothing in my catalog to point recruiters and jam teams at.

  • No recent shipped game in my portfolio
  • Wanted to learn shader work end-to-end
  • 4-month self-imposed budget
T

Task

Ship a complete arcade racer — seven tracks, music-reactive visuals, working leaderboard — in 4 months as solo dev. Must run at 60fps on the Steam Deck and look stylized enough that screenshots sell themselves.

  • 7 hand-built tracks, no procgen
  • Music-reactive bloom + chromatic aberration in a single fullscreen pass
  • Steam Deck 60fps as hard constraint
A

Action

Cut scope hard at month 3 (dropped open-world for tight tracks), built a custom ECS layer on top of Unity GameObjects for traffic AI, and wrote the post-process stack from scratch so every track could share one cheap shader pipeline.

  • Custom ECS layer on top of Unity for traffic
  • Bloom + chromatic aberration via single fullscreen pass
  • Music reactivity tied to FFT — exhaust glow follows the kick drum
  • Replaced procgen with 7 hand-built tracks (the call that shipped the game)
R

Result

Shipped on time, hit 1.2k players in the first month, held a stable 60fps on Steam Deck, and the postmortem became my most-read devlog post.

  • Featured on two indie roundups
  • Postmortem post drove a 3x bump in newsletter signups
Players · 1mo
1.2k
Steam Deck FPS
60
Tracks shipped
7 / 7
Avg session
14 min