Aidan Briggs
QWOP Car
QWOP Car is a chaotic, rage-bait driving game where each key controls a different aspect of the car’s movement. Players must navigate tight turns and tricky obstacles while mastering a challenging control scheme. The game pushes players to their limits by forcing them to use strategic button combinations to keep the car in motion, resulting in a rage-bait, trial-and-error gameplay experience. There are different cups you can enter which have 4 tracks. Each track you need to complete once. After clearing a race cup, you earn money, and you can use that money to buy car parts that upgrade your car's abilities.
Gameplay Video:
My Contributions
Blade Surge was a solo project, fully developed in Unreal Engine 5 during my junior year. I was responsible for every aspect of the game’s creation, including:
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-UI/Visual Design: Designed the user interface, ensuring it was intuitive and easy to navigate, even with the game’s chaotic mechanics.
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-Game Mechanics: Designed and implemented the core rage-inducing control system, where each key manipulates a different aspect of the car’s movement.
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-Level Design: Created 4 unique tracks per cup, each filled with tricky obstacles and tight turns, offering a challenging yet fun experience.
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-Progression System: Developed the cup challenge progression and the car upgrade system, allowing players to earn money and enhance their vehicles’ abilities after each race.
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-Programming & Blueprints: Wrote all the game logic using Unreal Engine’s Blueprints, including collision detection, car behavior, and the upgrade economy.

What I learned
-Gained a deeper understanding of Unreal's physics and input systems, particularly how to design and balance complex control schemes that challenge the player.
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-Developed my level design skills by creating dynamic, engaging tracks that complement the unique control mechanics.
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-Learned how to build a progression system that motivates players through rewards like car upgrades, while balancing the difficulty curve.
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-Balancing and iteration skills, as the game’s chaotic nature required constant testing and tweaking to ensure it remained fun, even while frustrating.
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-Deepened my knowledge of UI design, designing a shop system with the UI in mind.
