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A VR Arcade-Action driving game about death, destruction, and tobacco.

Terrible Terry is a single-player VR destruction-driving game where you play as Terry, a maniacal driver on a mission to get back your stolen cigarettes from a quite country town. 

Team: 5 // Role: Programmer, Technical Designer, Git Manager // Timeline: 8 months //

Tools: VSCode, Unity, C#, Figma, Miro, Google Suite, Adobe Suite, OpenVR

DESIGN PILLARS

GAMEPLAY:

X.R. INTERACTION

Research and Development

A cumulative 40+ hours were spent researching and developing prototypes using Unity's XRI Toolkit. Through this research, I learned how to set up an XR Origin, DirectInteractables, XR Hand Tracking and my own custom classes that utilize this package

CAR MOVEMENT / CONTROLLER

Non-Kinematic Bicycle Model

Based on research used for self-driving cars, I adapted the so called Kinematic bicycle model to be used in Unity. After significant modification, we decided to use Rigidbody physics for more chaotic and varied gameplay. 

The model accounts for the cars wheelbase (distance between front and back wheels) for accurate rear-wheel turning. It also supports smoothing throttle inputs from Logitech setups and all other input methods.

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IN-CAR EVENT MANAGER

Statistic Tracking

The in-car event manager tracks all car-related stat values including Health, Rage, Cigarette amounts, and score. It acts as a game manager for just car related events.

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GAME MANAGER

Navigation Management

The Navigation Manager collected objects with the LandmarkZone script, and handled them for a number of means. For one, it tracked when a landmark was cleared, and handled removing it. It also determines what the nearest landmark is, and switches on light-up signs to guide the player, as well as switching images on billboards to your next target.​

SOUND INTEGRATION

FMOD

FMOD was used in our project for all sound effects and music. It was intuitive to use, and easy to integrate into our project.

To me, FMOD was a powerful tool as you could control it's parameters and automation via code. 

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VISUAL INTEGRATION

Particle Effects

For our game I created a multitude of particle systems to be used to notify the player of various things. From simple hood smoke when the car is damaged, to speed-lines as you hit a boost.​ I integrated nearly all the Particle VFX present in our game. 

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