An endless runner where every run moves a forest back toward life. My biggest project to date, brought to life by our small team at C2 Games.
MY ROLE
Programming, game design, creative direction & publishing
PROJECT CREDIT
A small team with a big ambition. Together, we brought Speed For Trees to life through code, design, art, and audio.
BEHIND THE GAME
A world that grows with you
Speed For Trees is the sister game to Need For Trees. Players navigate an endless, procedurally generated map filled with hazards. The environment transforms from a struggling forest into a lush landscape, reflecting the game’s tree-planting theme.
Procedural worlds & split-second gameplay
I built the systems that generate the world as the run progresses. A world-curving shader shapes the view ahead, keeping incoming obstacles surprising and decisions immediate. Four power-ups change the rhythm: Rocket, Coin Magnet, Shield, and Invincibility.
Customization with a purpose
Vehicle parts are linked to trees that players plant and grow in the game. Completing that growth unlocks the associated part. The customization system also includes characters with unique voice lines, window tints, underglows, and props. Cosmetics can be earned through gameplay.
Live multiplayer: Unity NGO & PlayFab
I handled the multiplayer programming, using Unity Netcode for GameObjects (NGO) for gameplay and dedicated servers hosted through PlayFab. Multiplayer is live and available to players.
Backend & LiveOps
I integrated PlayFab and cloud code for account authentication, player statistics, leaderboards, and friends lists. Players can compare statistics and vehicles during play, with multiple leaderboards supporting competition.
A more personal play experience
Gameplay options include inverse swiping, camera settings, target frame rates, and particle toggles. These controls support player preferences and give older mobile devices options for better performance.
A small team, something big
Speed For Trees is a project I’m proud to have built with a small team. I handled the programming, game design, and publishing, working alongside teammates whose art and audio gave the game its character. Bringing those pieces together has made this my most ambitious project yet—and one we can be proud of together.
EXPLORE THE WORLD
One game. Many ways to play.
From sunlit forests to frozen roads and glowing lava. A closer look at the worlds, vehicles, and trees of Speed For Trees.
Multiplayer is live in Speed For Trees. I handled the multiplayer programming, using Unity Netcode for GameObjects (NGO) for gameplay and dedicated servers hosted through PlayFab.
Live multiplayer gameplay
CLASSIC MODE
The run that started it all.
The classic endless runner: dodge hazards, collect rewards, and explore the changing worlds of Speed For Trees. I built the gameplay and procedural world systems that keep each run moving.
Classic mode gameplay
PvE ENDLESS FIGHTER
Take on the next wave.
A different side of Speed For Trees: PvE combat, waves of enemies, and boss encounters. These clips show the fighter gameplay I programmed, brought to life with our team’s art and audio.