I first got into game development when I saw someone modeling and tweaking a ship for a game called Plunder. Watching that process is what inspired me to develop games myself.

I dove into researching game engines and felt torn between Unity and Unreal Engine. I started with Unity, following a tutorial to build a simple Flappy Bird game and scripting in C#. It was my first taste of making something interactive, and it really made me want to continue developing games.


Soon, I discovered Unreal Engine and was amazed that someone with no experience could make a realistic game using it. At first, I thought Unreal would be intimidating, but then I learned about Blueprints — a beginner-friendly visual scripting system that uses nodes to teach Object Orientated Programming concepts. That’s when the idea for Failsafe, a realistic CIA mission simulator, was born.

Failsafe came with its challenges. City modeling came with a massive learning curve, and I found myself overwhelmed. I even questioned whether I had scoped the idea too large and whether I should keep pursuing game development.



After taking a break, watching the F1 Movie sparked a new idea. I tried making a realistic F1 game, building a prototype to experiment with car physics, but quickly realized competing with EA’s F1 titles wasn’t realistic.



Instead, I decided to create something unique. Games like Forza, Trackmania, and especially Apex Rush by YouTuber Hazardous inspired me. Apex Rush showed that even someone with no prior experience could make a game worth playing.



Another motivation was simple: my friend and I love racing games, but there were almost no good free ones we could play together. That gap drove me to create Hyperline Racing, a game featuring open-world racing, ranked time trials, and potential party systems for people to game together.

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