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One More Run energy sphere racing along elevated neon track

Unreal Engine 5 · C++ · Physics-Driven

Precision movement at extreme velocity.

A real-time time trial experience built around modular architecture, performance-first engineering, and gameplay clarity.

High-speed. High-precision. No forgiveness.

One More Run is a physics-driven time trial game where players control a high-energy sphere navigating modular tracks at extreme speeds. Movement is fully physics-based — slope acceleration, impulse hops, ground detection, and precision steering.

Built in Unreal Engine 5 using C++ and Blueprint integration, the project explores real-time systems architecture, performance optimization, and gameplay clarity.

UE5 Engine
C++ Core Systems
120fps Target Performance

Core Systems Architecture

Movement System

  • Custom Pawn (AOMRPlayerPawn)
  • Physics sphere root component
  • Hop impulse & cooldown logic
  • Slope-based acceleration scaling
  • Ground detection & air control tuning

Game Architecture

  • Custom GameMode & GameState
  • Time trial lap tracking
  • Checkpoint system
  • UMG HUD countdown & best times
  • Modular track design pipeline

Performance Engineering

  • Collision complexity optimization
  • Physics sub-stepping tuning
  • Lighting balance for FPS stability
  • Camera FOV speed illusion tuning
  • Frame profiling & bottleneck analysis

Built Like a System. Not a Prototype.

One More Run is not a tutorial project. It is a systems exercise. Every mechanic is modular. Every track piece is reusable. Every performance decision is intentional.

The goal is clarity at speed — movement that feels fast, fair, and predictable at high velocity.

Currently in Active Development

Track design, movement refinement, audio layering, and performance tuning are ongoing.

Interested in collaborating →