Megacaisse

resume

Megacaisse is a first-person racing game set in a post-apocalyptic world, where players pilot a customizable tank using a modular control panel. Built in Unity Engine, the prototype focuses on cockpit interaction, dynamic combat, and vehicle management. Future plans include multiplayer, crafting, VR support, and procedural tracks.

project developed in 2022

For more details


Megacaisse is a first-person vehicular racing game developed in Unity Engine as our final project during the second year of our Master’s program. Set in a post-apocalyptic world, players control a customizable tank-like vehicle, using a modular control panel to manage movement, weapons, and navigation during a chaotic race to recover a meteorite fragment. The core feature is the ability to reconfigure the cockpit with interchangeable inputs (buttons, levers, cranks), offering a unique feel and gameplay style. Players face hostile environments and AI opponents, with a focus on destruction and survival. Future directions include multiplayer co-op, crafting mechanics, VR integration, and procedural roguelike tracks to enhance depth and replayability. The prototype showcased the core mechanics, laying the foundation for scalable and immersive gameplay.

My Work

Game Design

As a Game Designer on Megacaisse, my goal was to help shape a racing game with unconventional rules and a distinct post-apocalyptic tone. I contributed to the conceptual direction by providing visual and mechanical references, drawing inspiration from Gunnm (Battle Angel Alita) and Redline to create a world where racing meets Battle Royale.

  • Defined a gameplay structure where speed alone isn’t enough — players must survive hostile encounters while competing for a falling meteorite fragment.
  • Proposed a modular cockpit system, allowing players to configure the vehicle’s control panel using swappable elements like buttons, cranks, or wheels.
  • Designed the interaction flow within the cockpit, laying the groundwork for player actions tied to control mechanisms.

Level Design

As the Level Designer, I led the construction of the game’s environments and cockpit layouts using Unity.

  • Wrote the full Level Design Document (LDD).
  • Prototyped multiple cockpit configurations to support modular gameplay.
  • Designed and assembled the final race track and environment, including asset sourcing, scaling, and layout composition.
  • Created the whitebox version of the level to validate spatial logic and gameplay dynamics.
  • Implemented lighting setups to reinforce the game’s gritty, post-apocalyptic aesthetic.

A key focus was maintaining both readability and chaos — ensuring the scene was understandable to players while preserving the over-the-top atmosphere of the race.

VFX

As part of the visual and technical production team, I also contributed to:

  • Creating visual effects to support in-game feedback (e.g., damage, boosts, explosions).
  • Integrating VFX into the environment and cockpit UI to emphasize impact and player decisions.
  • Assisting with performance optimization and visual clarity in fast-paced scenes.