NFS: No Limits


NFS: No Limits is a long-standing live service project originally released in 2015. Over almost 4 years I delivered 30 updates to a massive active user base. Through this I gained invaluable experience developing and maintaining a successful live service product.

Key contributions

Neon Under Glow

Using efficient approximate mesh projection was utilized to display the neon texture on the ground. In order to run on mobile devices many tactics were used to ensure the effect looked great while being performant.

These techniques include; bilinear interpolation between the 4 raycasts from each corner of the car to place the vertices and calculate the distance at each point, fading out the texture and scaling the mesh using formulas for real lights, and raising the mesh above the ground seamlessly from the cameras perspective to avoid clipping with the track.

UI Refactor

During the process of giving the entire UI a new look, many screens were overhauled, allowing us to devise better standards and practices for building and maintaining the UI.

UI substates were seamlessly added to allow for modularisation of UI components.

Taking a high level look at the UI systems we employed separation of concerns to outline how each system should interact with each other, and more importantly which ones shouldn't be to avoid any unexpected behavior.


My Roles

Never being forced into a specific role allowed me to explore aspects of NFS: No Limits. I worked all sorts of things like, rendering, physics, controls, settings, UI, tools, player save, data pipeline, workflow improvements, fixing tech debt, and plenty of bug fixing.




Contact


Send me an email and I will get back to you as soon as possible!

genecollis12@gmail.com