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Hill Climb

HILL CLIMB RACING

A 2D Unity prototype where players drive a vehicle across procedurally generated hills, balancing speed and tilt to stay upright as fuel depletes.
Project Type: Unity Game
Role: Game Developer
Date: March 2025

Project Context

For a self-directed Unity assignment, I built a physics-driven game featuring procedurally generated terrain, responsive vehicle controls and a fuel management system—where fuel depletes over time and must be replenished through in-game pickups—plus a restart button, going beyond tutorials to deliver a fully playable prototype.

Live Prototype

Live Prototype

Problem Statement

Problem Statement

Beginner Unity 2D tutorials rarely combine procedural terrain, physics-based controls, resource management, and UI into a single cohesive prototype, making it hard for developers to practice integrated workflows.

Project Goal

Strengthen my Unity 2D game development skills by building a prototype that ties procedural terrain, physics, fuel management and UI together seamlessly.

My Role

  • Game Developer: Wrote C# scripts for the vehicle controller, terrain generator, obstacle spawner, fuel system, and game manager.

  • Rester & Refiner: Ran playtests, collected feedback, and tuned physics and obstacle pacing for balanced challenge.

Tools Used

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  • Unity Engine: Scene building, physics simulation and UI.

  • Visual Studio Code: C# scripting for gameplay logic.

  • GitHub: Version control and collaboration.

Design Process

Design Process

1. Designing & Planning

Researched Unity’s Rigidbody parameters for realistic vehicle physics and Perlin noise techniques to generate varied hill terrain.

2. Environment Setup & Development

  • Installed Unity and created a new 2D project with the Universal Render Pipeline.

  • Turned each sprite into a prefab with Sprite Renderer and Collider components for physics interactions.

  • Wrote a C# script using Perlin noise to procedurally place hill prefabs at runtime, creating varied, endless terrain.

  • Scripted the vehicle controller in C# for acceleration, fuel drain and pickup fuel canister logic.

3. Testing and Iteration

  • Conducted five playtests to observe vehicle behavior and game pacing.

  • Tuned Rigidbody parameters (mass, drag, torque) and obstacle placement for a balanced challenge.

  • Added a quick-restart button and refined UI visuals based on tester feedback.

Learnings

Learnings & Outcomes

  • Playable Prototype 
    Delivered smooth physics, varied terrain, and a functioning fuel system with no major bugs.

  • Skill Growth 
    Deepened my understanding of Unity’s physics API, procedural content generation, and event-driven scripting.

  • Design Insights 
    Fine-tuning physical parameters is an iterative process—small tweaks can dramatically improve “feel.”

Future Improvements & Next Steps
  • Score Tracking & LeaderboardsPersist high scores locally or online to foster competition.

  • Multiple Vehicles & UpgradesLet players unlock or upgrade cars with different physics profiles.

  • Mobile Controls & UI Polish
    Adapt input to touchscreens, refine HUD visuals, and add particle effects.

  • Level Progression
    Introduce themed worlds, obstacles, and checkpoints for deeper engagement.

Conclusion

​Hill Climb Racing demonstrates my ability to integrate physics, procedural generation and UI into a cohesive Unity prototype. It’s a solid foundation for more complex game features and prepares me to tackle full-scale game projects.

Let's create something amazing together

Let’s work hand-in-hand to define your goals, craft a custom solution, and achieve outcomes that exceed what you envisioned.

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© 2025 Amal Suresh. All rights reserved.  Designed & built by Amal.  

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