Fuel Renegades, Unreal Engine 4 arcade multiplayer racing game.


  • Platform: Windows, Steam
  • Engine/Language: Unreal Engine 4 (C++/Blueprints)
  • Duration: 9 months
  • Project:
    • Roles: Technical Support and link between art and technical teams, Tools programmer, Profiling and Optimization and Gameplay programmer.
    • Team of 16: 6 programmers, 4 artists and 6 musicians.

About Fuel Renegades

Fuel renegades is an Arcade Multiplayer Racing Game made in Unreal Engine 4. The game features single player, local multiplayer (up to 4 players) and online multiplayer. We focused on given the player simple but polished driving and turbo mechanics where it is easy to access but hard to master with a strong foundation on a competitive play style.

Our game Fuel Renegades was awarded with:

  • Second Best Game at the Student Game Contest ’18.
  • Best Technology at the Student Game Contest ’18.

Published in Steam in the 31st of July for free:

My work:

I worked in an Arcade Multiplayer Racing Game (Fuel Renegades) in Unreal Engine 4 as part of my final year at the Computer Games and Programming skills HND. In the project there was involved 6 programmers and 4 artist.

I formed part of the technical team and my work there fulfill many aspects of the game development, from tools programming, gameplay programming, game design to technical support. Here is my main contributions for the game:

As Technical Support provider and link between Art and Technical teams, including identifying and fixing performance issues, providing support to other team members and establishing a communication with the art team to fulfill technical specifications.

As Tools Programmer, I created two tools that helped optimization and level design:

For level design, I made a spline-based road to easily create varied and professional tracks.
Spline-based road post.

For optimization,  I made a tool that grabbed all the static items of the game and regrouped them as instanced mesh (Unreal doesn’t do this by default) reducing this way the draw calls from thousands to hundreds.
Instancing tool post.

As Gameplay Programmer, I was involved in the game loop, this includes when the race start and end, how to manage overtakes and when to trigger respawns. The local multiplayer aspect of the game, the Split-Screen support. The camera manipulation for more speed and control feeling. The creation of Inverse-Kinematics (IK) rigs for vehicles and all the maths involved for vehicle animations.

As Level Designer, I formed part of the creation of every track using the Spline-Based road tool to create the base of the circuit.


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