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I'm building a mobile racing game that puts players right inside the cockpit: a pure first-person experience. The core is straightforward racing, but it must ship with three distinct modes—quick Time Trial laps, real-time Multiplayer, and a progressive Campaign that unlocks new content as players advance. Unity or Unreal expertise is fine, as long as the vehicle physics feel authentic, the touch/tilt controls stay responsive, and mid-range devices maintain smooth frame rates. Online features such as matchmaking, leaderboards, and cloud saves should plug into a backend like PlayFab or Firebase. Visually, I’m open to either realistic or stylised art; the key is that speed and clarity in the cockpit come through. Deliverables • Playable first-person build featuring at least one car and one track for each mode • Functional networked multiplayer with public and private lobbies • Campaign progression system with UI and persistent data • Well-organised source project, commented code, and build instructions I’ll take care of store submission and marketing, so you can focus on code, assets, and polishing the gameplay loop. Share links to similar titles you’ve shipped, your preferred engine, and an estimated timeline to reach a beta.
Project ID: 40701140
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75 freelancers are bidding on average $714 USD for this job

I can build the first-person mobile racing experience around cockpit clarity, responsive touch/tilt input, and stable performance on mid-range iPhone devices. I would structure the project so Time Trial, real-time Multiplayer, and Campaign progression share reliable vehicle physics, reusable track systems, and clear gameplay feedback. Using Unity 3D with C# Programming, I can implement the cockpit camera, input calibration, race flow, progression UI, persistent campaign data, and optimized rendering. The online layer can support public and private lobbies, matchmaking, leaderboards, and cloud saves through PlayFab or Firebase, with attention to reconnection and network state synchronization. I will provide at least one car and track across the requested modes, organized source, commented code, and practical build instructions. I would first establish a playable vertical slice, then expand multiplayer and campaign systems while profiling frame rate on representative devices. Which backend do you prefer—PlayFab or Firebase—and should multiplayer prioritize small competitive races or larger lobbies? Muhammad Awais
$750 USD in 15 days
9.3
9.3

With over 300 sophisticated games developed, we'll bring our unmatched experience to your game project. Understanding that your game must be visually captivating but also provide a seamless gameplay experience, we'll create a first-person racing game that's both stunning and immersive. Our team has expertise in Unity 3D and Unreal Engine, ensuring exceptional graphics and realistic physics for the cars as you require. Not only do we excel in delivering high-end gaming apps, but we also understand how important smooth frame rates and responsive controls are for an exceptional user experience. Our extensive knowledge of both Unity and Unreal will ensure that the touch/tilt controls are not only responsive but perfectly calibrated to offer maximum control in the intense racing scenarios. And our proper understanding of backend services with matchmaking capabilities, leaderboard and cloud saves will guarantee a seamless multiplayer experience. We'll ensure efficient handling of your project in order to meet timelines without compromising on quality. We use agile development principles that encourage continuous iteration and incorporation of feedback: ensuring that you receive exactly what you envision for the game. Let us استغرق المشروع under our wings, and together we'll create a racing game of uncompromising quality that gamers won't be able to resist!
$16,500 USD in 120 days
9.4
9.4

Hi, The project’s challenge lies in delivering authentic vehicle physics and responsive controls while maintaining smooth performance across mid-range mobile devices, especially under real-time multiplayer constraints. I have relevant experience with Unity and C# from setting up real-time interactive systems using Unity 3D, which included integration of networking and audiovisual synchronization. I usually design modular game architectures separating physics, input handling, and network synchronization to isolate complexity and optimize performance. Ensuring reliable multiplayer experiences will require careful management of latency and state consistency, with fallback mechanisms for intermittent connectivity. I approach systems by prioritizing maintainability and clear documentation to support long-term development and iteration. I would first validate the multiplayer synchronization strategy and campaign data persistence approach to ensure robustness. Thanks, Hercules
$500 USD in 7 days
7.0
7.0

Hello, I have carefully reviewed your requirements for a first-person mobile racing game with Time Trial, real-time Multiplayer, and Campaign modes, responsive touch/tilt controls, authentic vehicle physics, and smooth performance on mid-range devices. With 9+ years of game development experience and 200+ successfully delivered games, I have extensive experience with Unity, vehicle physics, multiplayer networking, PlayFab/Firebase, mobile optimization, and racing gameplay. You will get: 1. First-person cockpit racing with realistic vehicle physics 2. Time Trial, Multiplayer & Campaign modes 3. Public/private multiplayer lobbies and matchmaking 4. Campaign progression, unlocks & persistent data 5. Touch/tilt controls optimized for mobile 6. Leaderboards, cloud saves & backend integration 7. Optimized Android/iOS builds with polished gameplay 8. Organized source code, documentation & build instructions I will discuss the preferred engine, development roadmap, beta timeline, and budget based on your requirements. Available to start immediately. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
$500 USD in 15 days
6.8
6.8

Your multiplayer architecture will determine whether 100 concurrent players feel seamless or whether lag spikes kill the experience during overtakes. Most racing games fail at netcode optimization—syncing physics across variable latency without rubber-banding requires predictive interpolation and server-authoritative validation. Quick questions - are you planning regional matchmaking to keep latency under 50ms, and do you have a target frame rate floor for mid-range devices like iPhone 11 or Galaxy S21? Here is the architectural approach: - UNITY 3D: Build custom vehicle controller using Rigidbody physics with wheel colliders tuned for mobile touch/tilt input, ensuring 60fps on A12 Bionic chips and above through LOD systems and occlusion culling. - MULTIPLAYER: Implement Photon PUN2 or Mirror for real-time race synchronization with client-side prediction and lag compensation, plus PlayFab integration for matchmaking queues, private lobbies, and global leaderboards. - CAMPAIGN PROGRESSION: Design unlock system with scriptable objects for modular content gates, tied to Firebase cloud saves for cross-device persistence and anti-cheat validation on progression milestones. I've shipped two mobile racing titles that scaled to 200K downloads with sub-100ms multiplayer latency across three continents. Let's schedule a 20-minute technical call to align on physics tuning and network topology before you commit budget.
$450 USD in 10 days
6.5
6.5

⭐⭐⭐⭐⭐ Create an Engaging Mobile Racing Game with Multiplayer and Campaign Modes ❇️ Hi My Friend, I hope you are doing well. I’ve reviewed your project details and see you are looking for a mobile racing game developer. You don’t need to look any further; Zohaib is here to help you! My team has successfully completed 50+ similar projects in game development. I will create a first-person racing experience with smooth controls, realistic vehicle physics, and engaging gameplay modes. ➡️ Why Me? I can easily build your mobile racing game as I have 5 years of experience in game development, focusing on Unity and Unreal Engine, vehicle physics, and multiplayer systems. My expertise includes creating responsive controls, designing engaging user interfaces, and implementing cloud features. I also have a strong grip on backend integration with PlayFab and Firebase, ensuring a seamless gaming experience. ➡️ Let's have a quick chat to discuss your project in detail and let me show you samples of my previous work. I look forward to discussing this with you in our chat. ➡️ Skills & Experience: ✅ Unity Development ✅ Unreal Engine ✅ Vehicle Physics ✅ Multiplayer Networking ✅ Campaign System Design ✅ User Interface Design ✅ Cloud Integration ✅ Game Optimization ✅ Touch Controls ✅ Commented Code ✅ Project Organization ✅ Game Marketing Waiting for your response! Best Regards, Zohaib
$350 USD in 2 days
5.9
5.9

Hi there, I'm Shekh mohd, your all-in-one solution to turn your vision for the first-person racing game into a stunning reality. With significant experience in game development using Unity and Unreal Engine, I can guarantee the authenticity of vehicle physics, utmost responsiveness of touch/tilt controls, and consistent frame rates across various devices. I've successfully created similar gaming experiences with both realistic and stylised art styles that were acclaimed for their speed, clarity in the cockpit, and overall immersive experience. As for the backend, I'm proficient in integrating online features like matchmaking, leaderboards, and cloud saves with platforms like PlayFab or Firebase - ensuring a seamless multiplayer experience. Now let's talk about what truly sets me apart - my understanding of the digital marketplace. While you put your focus on submitting to app stores and marketing strategies, I'll dedicate my time to provide you with a fully functional first-person build that meets your needs for each mode. My code is always well-structured and thoroughly commented to avoid any possible pain points in future development. So why wait? Let's buckle up and accelerate together towards a game that not only entertains but also elevates your brand!
$500 USD in 15 days
5.6
5.6

Hi, Building a first-person racing game with distinct gameplay modes and real-time multiplayer requires careful orchestration of network synchronization and responsive input handling. The main technical risk is ensuring smooth, low-latency multiplayer performance on mid-range devices without compromising physics authenticity. While my background centers on scalable backend architectures and AI-driven systems rather than game engines, I have designed complex data ingestion and real-time processing pipelines that emphasize reliability and performance. For example, in the Dent-Cloud project, I architected scalable real-time data ingestion and analytics systems with clear separation of concerns. I’d separate the core physics and input handling from multiplayer networking and campaign progression layers to allow independent optimization and testing. Early validation of network latency compensation and data consistency will be critical. Ensuring robust backend state management and fallback strategies will improve multiplayer reliability and user experience. I can help define the backend architecture and data flow for matchmaking and progression persistence to align with your gameplay goals. Thanks, Clifton
$500 USD in 7 days
5.6
5.6

A first-person racing game lives or dies on the feel of being in the cockpit, so my priority is building a solid physics and camera foundation before anything else. I’ll start by implementing one car and one track with a handling model that balances authenticity with playability, then lock in responsive touch and tilt controls early because retrofitting input later is costly. For multiplayer, I’ll architect the networking layer around a proven backend like PlayFab from day one, ensuring matchmaking, public/private lobbies, leaderboards, and cloud saves are modular instead of bolted on after the fact. The campaign progression will be data-driven, so unlocking cars, tracks, and modes doesn’t require code changes each time. Performance targets mid-range devices, so I’ll profile continuously, using dynamic LODs, optimized shaders, and careful draw calls to keep frame rates smooth while maintaining speed clarity in the cockpit. The result is a build where each mode—Time Trial, Multiplayer, Campaign—shares the same stable core, systems are cleanly commented and documented, and you receive a project that is easy to extend and polish for release.
$500 USD in 7 days
5.4
5.4

Hello! I understand you need a mobile first-person racing game with Time Trial, multiplayer, and a progression-based Campaign. I’ve spent the last several years solving exactly this type of problem, building gameplay systems, responsive touch/tilt controls, vehicle physics, and online features around Unreal Engine, Mobile App Development, C# Programming, and TypeScript where needed. I can structure the project so the cockpit view stays clear, the handling feels authentic, and the build remains smooth on mid-range devices. I’m ready to get started, and I’m confident we can make this project a success and deliver it to a high standard. I’m committed to ensuring everything is completed professionally, efficiently, and exactly according to your requirements. Best regards!
$500 USD in 5 days
5.4
5.4

Hello, As a result of a detailed review of your project requirements, I fully understand the scope and expectations. I have experience with Unity/C# game development and can focus on delivering responsive first-person racing across Time Trial, Multiplayer, and Campaign modes. For this project, I would prefer Unity with C#. I’d build the vehicle system around tuned wheel/traction physics, optimise cockpit rendering and mobile controls for stable performance, and use PlayFab for matchmaking, leaderboards, cloud saves, and persistent campaign progression. One key challenge will be making multiplayer racing feel smooth while keeping vehicle physics consistent across different network conditions. I’d handle this with server-authoritative race state where appropriate, client-side prediction/interpolation, and careful network optimisation. For the requested beta, I estimate approximately 6–8 weeks depending on track/car asset complexity and the final multiplayer requirements. I have a couple of quick questions. • How many simultaneous players should each multiplayer lobby support? • Do you already have car/track assets, or should asset creation be included? I’m available to start immediately and would be glad to discuss the milestones and beta scope. Best regards, Carlos.
$500 USD in 14 days
4.5
4.5

I understand you need a compelling first-person racing game with authentic vehicle physics, responsive controls, and smooth performance across devices, along with robust online features. My experience developing realistic driving simulations for mobile, including implementing highly tuned physics engines and optimizing for mid-range hardware, aligns perfectly with your project's core requirements. I've successfully integrated similar matchmaking and leaderboard systems into previous titles, ensuring a seamless player experience. My approach will involve leveraging Unity's robust physics engine, specifically focusing on a custom wheel collider setup to achieve the nuanced tire grip and suspension behavior crucial for authentic feel. For controls, I'll implement a hybrid touch/tilt system with adjustable sensitivity curves, rigorously tested on various devices to ensure responsiveness. Performance optimization will be an ongoing process, utilizing GPU profiling, LOD systems, and efficient asset management. For backend integration, I am proficient with PlayFab, having implemented its SDK for matchmaking, leaderboards, and cloud saves in similar live-service games. To ensure we're perfectly aligned, could you elaborate on the specific types of vehicle dynamics you envision for the different modes? For instance, will the campaign feature more arcade-like handling, while Time Trial demands pure simulation? Additionally, what is your target frame rate for mid-range devices? I'm eager to discuss how my technical expertise can bring your vision to life.
$556 USD in 21 days
4.2
4.2

Hello, I’ve carefully reviewed the requirements and believe I’m a strong fit for your first person racing game app. My focus will be on creating responsive driving mechanics, an immersive first person experience, and stable performance across the target devices. My plan is: Gameplay: I will implement vehicle controls, acceleration, braking, steering, collisions, checkpoints, laps, and the required racing rules. Camera: I will build a smooth first person cockpit or driver view with appropriate camera movement and field of view. Physics: I will tune vehicle handling, grip, suspension, speed, and collision behaviour to achieve the intended driving experience. Environment: I will integrate tracks, vehicles, lighting, effects, obstacles, and other required game assets. Interface: I will create menus, race information, timers, speed indicators, results, and other required UI elements. Optimization: I will profile graphics, physics, assets, memory, and loading to maintain smooth performance on supported devices. Testing: I will test controls, races, collisions, progression, different devices, and important gameplay edge cases before delivery. I have experience with C++, C#, real time systems, game logic, 3D applications, physics, performance optimization, and interactive application development. Best regards, Ruslan
$250 USD in 7 days
4.3
4.3

I’m an experienced Unity developer specializing in mobile games and gameplay systems. I’ll do: - Build the first-person racing experience with authentic vehicle physics. - Implement Time Trial, Multiplayer, and Campaign modes. - Add matchmaking, private/public lobbies, and cloud saves. Q: Do you already have a preferred multiplayer backend, such as PlayFab or Firebase? I can also share relevant game projects Regards
$250 USD in 8 days
4.2
4.2

Hi there, I already have relevant previous experience developing racing gameplay, vehicle physics, multiplayer systems, progression mechanics, mobile controls, and optimized Unity projects. For this project, I would recommend Unity for faster mobile iteration and straightforward PlayFab/Firebase integration. I’ll first build the cockpit driving system with responsive touch/tilt controls, believable acceleration, braking, steering, and camera feedback. From there, I’ll implement Time Trial, Campaign progression, and real-time Multiplayer with public/private lobbies, matchmaking, leaderboards, and persistent player data. Performance will be considered from the beginning, with optimized track assets, LODs, lighting, and mobile-friendly rendering for mid-range devices. The beta will include at least one polished car and track, all three playable modes, campaign UI/progression, multiplayer testing, and cloud persistence. You’ll receive the complete organized source project, commented code, and clear build/setup documentation.
$500 USD in 7 days
4.4
4.4

Your first-person racing concept depends on more than simply getting cars around a track—the vehicle physics, responsive touch/tilt controls, and consistent performance on mid-range devices will determine whether the game actually feels satisfying. The three-mode structure also means progression and networking should be designed into the architecture from the start. I’d build this in Unity with C#, focusing first on a solid cockpit racing foundation, responsive mobile controls, optimized physics, and a scalable mode structure. Time Trials can share the core race system, while multiplayer would use reliable matchmaking, public/private lobbies, leaderboards, and cloud persistence through PlayFab or Firebase. The Campaign would use persistent progression, unlock conditions, and a flexible UI/data structure for future content. I have experience with Unity, C#, mobile game development, multiplayer systems, optimization, and gameplay architecture, and can provide relevant examples and a realistic beta roadmap. Happy to discuss the first playable milestone and development timeline.
$700 USD in 7 days
4.3
4.3

For the first milestone, I’d focus on proving the core driving experience: one car, one track, cockpit-only camera, responsive touch/tilt controls, lap timing, and a solid mobile performance baseline. I’ve worked on vehicle physics and optimization in LandRocker, including rover movement, custom physics systems, multiplayer, and performance-sensitive runtime systems. My bid of $750 is for this initial playable prototype. Once the driving feel and performance target are approved, we can scope multiplayer, campaign progression, backend services, and additional content as separate milestones.
$750 USD in 7 days
4.0
4.0

Building games is not just my profession, but my passion as well. With over 5 years of experience as a Full Stack Developer, I am confident that I can bring your First-Person Racing Game App project to life and exceed your expectations. My expertise in mobile app development, specifically with Unity 3D, will ensure an authentic, responsive, and visually appealing first-person gaming experience. I understand that your project requires different game modes and capabilities such as multiplayer, time trial, and campaign progression. My deep knowledge of Unity and experience managing complex projects will allow me to seamlessly integrate all the necessary features while keeping the frame rates smooth and ensuring your mid-range devices won’t struggle. In addition to my technical skills, I am also well-versed in the importance of clear communication and attention to detail when working on extensive projects like this game app. My goal-oriented approach aligns well with your focus on quality gameplay loop and efficient codebase. Let's partner up for a successful journey from beta to launch!
$300 USD in 7 days
3.9
3.9

Hi there, I'm ready to tackle your first-person racing game project! To create a thrilling experience, I will focus on developing authentic vehicle physics and smooth touch/tilt controls, ensuring responsive gameplay on mid-range devices. I'll also integrate the required online features using a backend solution like PlayFab or Firebase, along with a well-organized project structure for smooth collaboration and future enhancements. I estimate about 15 days to deliver a playable build featuring at least one car and one track for each mode. As I understand that you're handling marketing and submission, I’m excited to focus on crafting compelling gameplay experiences. Your satisfaction is my priority and I guarantee that I will deliver you a high-quality result. Regards, Ali
$250 USD in 15 days
3.3
3.3

Hi, We’ve built dozens of first‑person racing apps that run smoothly on mid‑range Android and iOS. Your need for a responsive touch/tilt drive, authentic physics and a three‑mode structure fits our Unity 2023 + PhysX stack. We’ll start by prototyping a single car‑track combo with a fast, deterministic physics loop, then layer PlayFab‑powered matchmaking and public/private lobbies, and finally wire a campaign manager that stores progress via cloud saves. A key insight: using Unity’s DOTS for the lap‑timer and leaderboard sync keeps frame drops below 30 ms even with 20 concurrent players. Just wrapped up a similar title for a mid‑tier racing studio that hit a 70 fps target on a Pixel 5. Expected beta in 10 weeks. Happy to jump on a quick call to discuss your setup. Worst case, you get a free consultation and some solid ideas.
$500 USD in 7 days
4.1
4.1

Monaragala, Sri Lanka
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