Game Project — Blade Racer

David Baron
2 min readNov 23, 2020

For the 2nd edition of my book named Hands-on Game Development Patterns with Unity, I will showcase how I’m using various software design patterns to build a racing game named Blade Racer(working title). I hope to give my readers more practical examples of using design patterns to build systems for a complete game while having fun in the process. And it’s what game development should all be about, having fun while making and playing games.

Blade Racer is a game that was inspired by Rad Racer, a classic NES racing game that was showcased in the iconic Power Glove scene in the 80’s flick Wizard. The year this film came out is the same year I got the Power Glove and Rad Racer cartridge as Christmas gifts. Like many kids of my generation, I got tired quickly of the Power Glove; keeping my arm straight to control a racing car on a track was an endurance test that I would fail often. But I didn’t get tired of Rad Racer and was determined to complete it, which I did, a year later, of course, with a standard controller and not the torture device that was the Power Glove.

Angry Video Game Nerd

So now that I’m an adult, at least, I look like one. And I’m able to produce games that I want to play. I decided to develop a racing game with the feel of Rad Racer but the look of futurist superbikes. The game has one theme, speed vs. control. It’s all about going faster and faster while being on the edge of losing control.

Super Ultra Turbo — Devlog #2

They will be obstacles, tunnels, traps, and enemy drones firing at you. Still, these are no excuses for going slow because the game will reward those who have a kamikaze attitude while punishing the slowpokes. In other words, you need to feel the need, the need for speed to play my game.

Here’s some concept art; it’s just a preview of the look and feel of what is coming down the road.

Pilot Concept
Bike Concept

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