Charlie Baldwin

Rogue Racing

Where do defeated villains go?

What is Rogue Racing?

Rogue Racing is an Unreal prototype I made in about three weeks, being an on-foot racing game where you play as a plethora of original villains from across space and time, as they compete to be revived into their home world.

An Eternity at the Races

In this prototype, players race around a small track for three laps as fast as they can, platforming across hazards and using their character’s unique abilities by collecting Dark Energy.


Playable Character Designs. Tina (Left) was the most prepared to be 3D modelled with aspects such as her height, front and side profile, and her design in general feeling the most refined and complete.

Niagara Effects that cover the player entirely. Although the purple one went unused, it was designed for when the player enters a Dark Ring. The flames were used for Tina, and a green version for the Pumpking.

Dark Energy pickups, including both the default purple and bigger white ones.

Early level blockout

Character in-game models. From Left to Right: Tina, The Pumpking, Smiley and King Squish

Unique character effects and expressions when using abilities.

Final Track Design with updated visuals.

Smooth character rotation on ramps

Swapping characters on the menu. It’s saved in the game instance to keep track of who was selected.

Checkpoint managers that both help the player respawn, and make sure the player goes around the entire track. They must hit every checkpoint in order to complete a lap.

Basic dash system used for Tina