Role: Lead programmer
Studio: Funny Tales
Development Time: 1 year
Team Size: 12
Engine: Unity
VRider SBK is a Virtual Reality racing game developed for Meta Quest 2 and Meta Quest 3.
It puts players in the seat of a superbike rider, racing in the officially licensed WorldSBK championship.
Players can choose from 5 official superbikes, compete on 12 real-world tracks, and play as one of 23 professional riders from the actual championship.
Single-player modes:
The game was built mobile-first, with performance as a priority, fully optimized for standalone devices.
No Quest Link required.
Achieving a stable 72 FPS on standalone VR devices like Meta Quest was a major challenge, especially for a fast-paced racing game.
We dedicated a significant amount of time to profiling and performance optimization, working on:
These optimizations were crucial to delivering a smooth and immersive experience without sacrificing visual quality.
In a high-speed VR racing game, minimizing motion sickness is absolutely critical to ensure a comfortable experience.
We focused heavily on UX and control design, iterating through multiple prototypes to reduce disorientation and increase player comfort.
A key solution was designing a motorbike control system that mimics the real-world body movement of professional riders.
By encouraging the player to lean into turns and remain physically aligned with the bike's motion, we achieved several goals:
This player-to-vehicle physical synergy proved to be one of the most effective strategies in addressing VR comfort challenges.
Implementing synchronous multiplayer required building a dedicated server architecture capable of scaling efficiently.
We used Amazon GameLift to deploy dedicated servers across multiple AWS regions, ensuring:
This setup allowed us to offer competitive online racing with high reliability and minimal maintenance overhead.
As the project evolved, we began porting VRider SBK to high-end platforms such as PC VR (SteamVR) and PlayStation 5 with PSVR2 support.
This transition required rethinking the visual fidelity of the game to meet the expectations of these platforms.
We collaborated closely with artists to establish a robust content pipeline, allowing for the upscaling of:
To support this graphical leap, we migrated from URP (Universal Render Pipeline) to HDRP (High Definition Render Pipeline).
Despite the technical upgrade, maintaining scalability across devices remained a core requirement.
To address this, we developed in-game benchmarking tools and real-time performance assessment systems, which:
This approach ensures that players across all supported devices enjoy a smooth and immersive experience, tailored to the power of their hardware.
One of the most important lessons was learning how to structure a robust and scalable cloud architecture to support online multiplayer from the earliest design stages.
Multiplayer gameplay requires thinking beyond the game loop:
Every component must be built with network efficiency and replication logic in mind. For instance, the motorbike’s physics system posed critical questions:
These considerations helped us design a netcode-friendly simulation architecture, keeping the multiplayer experience smooth and reliable.
Working on a multiplatform title with both VR constraints and high-end target platforms taught us the importance of a well-structured asset workflow.
We built a pipeline that allowed non-developers—like artists and designers—to:
This dramatically improved iteration times and team autonomy, while ensuring consistent results across different hardware profiles.
Throughout development, we learned the value of understanding our target audience, not just through intuition but through data and playtesting.
We focused on identifying:
We implemented multiple rounds of user testing at different stages, collected gameplay data, and iterated on flows accordingly.
This helped us refine the user retention loop and made the experience more welcoming and intuitive—especially for players new to VR.