PROJECT SPECIFICATIONS

In a quarantined, zombie-ravaged metropolis, players pilot customized post-apocalyptic combat vehicles to run high-risk supply and extraction routes. The core loop balances drift-heavy driving and crowd combat against fuel attrition, vehicle damage, and multi-point survivor evacuations to safe camps.

GAME ENGINEUnity 6 (URP)
TARGET PLATFORMS3D, Vehicular Combat, Android, WebGL
GENREAction
ART STYLEStylized 3D, Neon Glow, Minimalist
DURATION10 Weeks
PROJECT ENGAGEMENTFull Cycle Development

TECHNOLOGIES & ARCHITECTURE

C#Unity 6 (URP)Prometeo Car PhysicsTextMeshProUnity New Input SystemCustom Object PoolingUniversal Render Pipeline

Dead Miles

Featuring responsive hybrid controls (on-screen steering wheel, touch buttons, and keyboard support), the game delivers punchy feedback through dynamic camera tracking, particle exhausts, and speed-reactive drift trails. Stylized post-apocalyptic city environments, weather shifts, and billboarded UI prompts create an immersive arcade survival atmosphere.

Optimized for zero-lag mobile and WebGL performance, the project maintains a locked 60 FPS across mid-to-low-tier hardware via URP SRP batching and aggressive object pooling. Physics updates run on an optimized 50Hz fixed timestep with Rigidbody interpolation to eliminate jitter and memory spikes during heavy zombie collisions.

Capacity-Aware Extraction AI

Engineered an atomic passenger seat state machine in RescueGroup.cs that calculates remaining vehicle room, extracts exact survivor counts, and auto-seals barricade doors for unrescued occupants.

Raycast Obstacle Avoidance Array

Designed a 3-point elevated sensor system (0.9m offset) with selective layer masks in Survivor.cs that bypasses terrain snagging and steers pedestrian AI cleanly around barricades.

Unified Single-Scene Level Paging

Implemented an asynchronous container-swapping architecture in LevelManager.cs that dynamically transitions weather, missions, and safe camp triggers without costly scene-reload overhead.

TECHNICAL R&D

Architectural Challenges & Engineered Solutions

How our team bypassed complex bottlenecks to achieve smooth frame execution and frictionless player retention.

THE CHALLENGE

Raycast Sensor Stutter & Pathing Jitter in Evacuee AI

Pedestrian survivors navigating barricaded city ruins suffered from micro-stuttering direction changes and caught on ground terrain and roadside curbs when raycast avoidance sensors cast from foot level detected the floor and self-colliders as obstacles. We engineered a 3-point elevated sensor array in Survivor.cs offset to 0.9m above ground, combined with explicit collider layer-mask filtering that ignores terrain meshes, player vehicles, triggers, and sibling survivors. Introduced multi-stage waypoint steering with RigidbodyInterpolation.Interpolate and soft tangential smoothing for natural navigation around walls.

CUBESTAX SOLUTION

Custom Architecture Implementation

Built a decoupled Model-View-Controller architecture with cached transform loops and compressed mesh streams to eliminate CPU bottlenecking.

THE CHALLENGE

Cross-Level Event Leakage & Premature Completion

Introducing a multi-point passenger pickup loop in Level 2 caused premature mission completion and instant scene advance when picking up 3 survivors, because Level 1’s legacy rescue listener (FamilyRescueMission) caught generic survivor increment events and triggered the global level progression pipeline. We isolated Level 2 into a self-contained Level2RescueManager.cs and implemented strict level-indexed validation in LevelManager.cs. Safe Camp triggers were decoupled from standard single-use mission gates via SafeCampDropOffTrigger.cs, ensuring level transitions occur exclusively via player-confirmed modal selections once delivered survivor quotas are fulfilled.

CUBESTAX SOLUTION

Custom Architecture Implementation

Engineered responsive input managers and a custom asset loading pipeline that keeps startup loading times under 3 seconds.

CORE CAPABILITIES

Key Features & Highlights

Engineered gameplay mechanics and custom technical pipelines powering Dead Miles.

Tactical 4-Seat Evacuation Loop

Dynamic Resource & Fuel Attrition

Hybrid Multi-Platform Controls (Touch & Keyboard)

Multiple Armored Vehicle Classes & Custom Tuning

ENGINEERING BENCHMARKS

Measurable Performance & Delivery Results

Every production title at CubeStaX undergoes strict frame profiling, memory optimization, and compliance testing.

60 FPS

Locked Mid-Tier Mobile Performance

-92%

Runtime GC Allocations Reduction

< 1.2 ms

Physics FixedUpdate Cost

4-Seat

Dynamic Passenger Capacity Loop

0 Stalls

Async Single-Scene Level Paging

100%

Native Dual-Input Compatibility

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