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Unreal Engine Generalist Reimagines Motorsport Across Alien Worlds Where Gravity Shifts

Shaun Williams spoke with us about Off World Racing, a motorsport game that explores the solar system, discussing the game's design, how gravity, physical materials, and atmosphere change on each world, and how they integrated arcade and simulation elements.

Introduction

What happens when you take racing beyond the limits of Earth and remove the very rules that make it work? Off World Racing is an ambitious indie project that reimagines motorsport across alien worlds where gravity shifts, traction is unreliable, and physics becomes both the challenge and the reward. Built in Unreal Engine and powered by Chaos physics, the game blends simulation-driven mechanics with an evolving Arcade experience, forcing players to adapt not just to speed, but to entirely new environments.

In this deep dive, the team shares how they're tackling off-world physics, designing tracks without roads, and balancing realism with playability in a genre that's being pushed into uncharted territory.

Off World Racing explores a unique concept of motorsport beyond Earth. What were the core design pillars that shaped the project from the beginning?

At its core, Off World Racing is built around a simple but powerful gameplay loop: Select vehicle → Race → Finish → Earn XP → Unlock → Repeat.

From that loop, five key pillars shaped the entire project:

1– Traction Is Not Guaranteed: Every surface fights the player. Dust, ice, rock, and methane all behave differently, so grip is something you earn moment-to-moment rather than something the game gives you.

2– Physics Drives Everything: Nothing is scripted. Vehicle behaviour emerges from weight, speed, terrain, and environment. Every crash, drift, or recovery is a direct result of player input.

3– Two Ways to Race: Arcade and Simulation. We designed two distinct experiences:

  •  Arcade: faster, more forgiving, focused on fun and accessibility.
  • Simulation (Career): realistic gravity, traction, and higher consequences.

Same worlds, completely different feel.

4– Worlds That Change the Rules: Each location isn't just visual. It fundamentally changes how you drive. Mars dust, Europa ice, Titan's liquid surfaces, every race is a new problem to solve.

5– Vehicles With Real Identity: Each vehicle has its own weight, handling, and purpose. From bikes to heavy exploration vehicles, they're designed to feel genuinely different, not just cosmetic variations.

The roadmap highlights two distinct experiences: Arcade and Simulation. How do you approach building both within the same system?

From a systems perspective, both modes share the same foundation, physics, tracks, and vehicles, but diverge through tuning layers.

Arcade mode modifies:

  • Traction curves.
  • World Gravity.
  • Steering response.
  • Stability assistance.
  • Overall forgiveness.

Simulation mode removes those safety layers and exposes the full physics model, including real gravity scaling and surface interaction. The challenge is maintaining consistency of feel while allowing very different levels of accessibility. Over Early Access, we've pushed Arcade further toward "fun-first," while Simulation is evolving into a structured Career experience.

Off-world racing introduces variables like altered gravity and traction. How are these systems designed under the hood?

We treat each world as a combination of gravity, surface physics, and
atmospheric conditions.

  • Gravity is adjusted for each world (Moon, Mars, etc.).
  • Physical materials define traction behaviour (ice, dust, rock, methane).
  • The atmosphere affects drag and overall vehicle response.

For example, on the Moon:

  • No atmosphere → no air resistance.
  • Reduced gravity → less tyre force → less grip.

These systems are built using Unreal Engine's Chaos Physics alongside custom tuning layers for each vehicle and surface type. A lot of development involved research and iteration. Testing what's believable and fun.

From a technical standpoint, what engine are you using, and why?

We're using Unreal Engine, starting from 5.3 and currently working on 5.5, with plans to move forward as we approach console development. For this project, Unreal Engine was the right choice because of:

  • Chaos Physics for vehicle simulation.
  • Strong rendering pipeline for large environments.
  • Flexibility in handling both Arcade and Simulation layers.

It's powerful, but upgrading engine versions mid-development does require careful pipeline management.

Can you walk us through your workflow for building a track?

1– Blockout & Playable Prototype

We build directly in Unreal using Landscape tools, no predefined roads. Tracks are shaped organically and tested immediately with vehicles.

2– Environment & Identity

We layer in world-specific elements:

  • Terrain sculpting.
  • Surface materials.
  • Planetary visuals (skyboxes, atmosphere).

Each world has its own visual language.

3– Polish & Performance

Final pass includes:

  • Signage for navigation.
  • Prop placement.
  • Visual refinement.
  • Optimisation for stable performance.

Because physics varies per world, tracks are tested repeatedly across vehicles and environments.

What tools are central to your pipeline?

  • Unreal Engine — core development, environments, gameplay.
  • Blender/Maya — vehicle and asset creation.
  • 3DCoat — liveries, textures, and surface detailing.

Most environment work is done directly in-engine to take advantage of:

  • Landscapes.
  • Foliage systems.
  • Real-time iteration.

Vehicles also feature team-based liveries, adding identity and variation.

From an art direction perspective, how do you balance realism with stylisation?

That's one of the biggest challenges. Some real-world references (like the Moon) are visually minimal, flat, grey, and lacking atmosphere. While we aim for authenticity, we also need environments to be engaging. So we:

  • Stay grounded in scientific reality.
  • Then enhance for readability and gameplay.

This includes:

  • Exaggerating lighting and colour.
  • Adding environmental hazards (dust storms, lava, methane lakes).
  • Introducing human elements where appropriate.

The goal is believable, not literal.

What have been the biggest technical challenges?

Performance and physics balance. Physics simulation is expensive, especially with:

  • Multiple vehicles.
  • Collision systems.
  • VFX (dust, debris, trails).

We've addressed this through:

  • Physics optimisation and sub-stepping.
  • Efficient skeletal rigs (reduced bone counts).
  • Careful VFX scaling.

Maintaining smooth performance is critical in a racing game.

How has Early Access influenced development?

Significantly. One major shift was making the game more accessible:

  • Arcade mode has been reworked to be easier and more fun.
  • Steering and handling improvements across vehicles.
  • Broader controller support (including wheels and pedals in progress).

Early Access has helped us understand where players struggle and where the game shines.

How is your pipeline evolving toward full release?

We're moving from experimentation to structure. Next steps include:

  • Expanding progression systems.
  • Introducing Career Mode (Simulation-focused).
  • Refining UI and player flow.
  • Stabilising multiplayer.

The foundation is now in place. It's about tightening and completing the
experience.

Biggest lessons learned so far?

Two major ones:

  • Physics alone isn't enough. Feel matters more.
  • New ideas need onboarding. Players need an easy way in.

We've spent a lot of time refining racing AI, vehicle handling, and accessibility to make the experience both unique and playable.

Any behind-the-scenes tools or materials you can share?

Yes, a big part of development has been debugging and iteration tools. We use:

  • Unreal Engine's Chaos vehicle debug systems.
  • Custom in-game physics debug tools.
  • Repeated cross-world vehicle testing.

Each vehicle is tested across every environment multiple times to ensure
consistency. We also have track evolution footage showing early prototypes through to current builds, which highlights how much iteration goes into each environment. Each vehicle is tested across every environment multiple times to ensure consistency.

Shaun Williams, 3D Artist & Unreal Engine Generalist

Interview conducted by David Jagneaux

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