Akaash Garg
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Independent project

Rush Hour: Drive Faster

Unity Game Developer · Shipped - live on Google Play

Highway driving and racing simulator with selectable cars, upgrades, realistic physics, and four traffic modes.

  • Unity
  • C#
  • Realistic Car Controller
  • Android
  • Blender

A driving game built around realistic car physics only holds up if traffic and mode variety actually change how you have to drive — otherwise a “realistic car controller” is just a tech demo with no game wrapped around it.

What I built

Rush Hour: Drive Faster — a highway driving and racing simulator in Unity, built on a realistic car-controller kit with selectable cars and upgrades (nitrous, engine, wheels). Four distinct modes force different driving behavior out of the same controller and traffic system: a bomb mode that fails if you drop below a threshold speed, one-way and two-way traffic modes with correspondingly different collision risk, and a casual free-play mode. Blender-built assets sit alongside Asset Store content for the vehicle and environment art.

Screenshots

Car selection screen showing a red muscle car with speed and handling bars, paint swatches, and upgrade tabs
Car selection with paint, engine, wheel, and nitrous upgrades.
Main menu with an orange sports car parked on a city street and Select Car and Quick Play buttons
Main menu and garage.
Daytime gameplay: a car on a multi-lane city highway with score, speed, and distance readouts
Big City stage - score, speed, and distance drive the run.
Night-time gameplay: a car on a neon-lit highway with speed and distance readouts
Night City stage.

Screenshots from the Google Play listing.

Outcome

A complete driving simulator shipped to Google Play with four distinct traffic modes built around one realistic car-controller and physics system. It has passed 1K+ downloads and is still maintained - the most recent pass rebuilt it on Unity 6.2 against Google Play’s current target-SDK requirements, years after first release.