[WIP] World of Drift - A Solo-Developed Realistic Drifting Simulator in UE5

Hey everyone,

My name is Robbie Filip, and for the better part of two years, I’ve been pouring all my energy into my dream project as a solo developer. After 13 years of working professionally with Unreal Engine in architectural visualization, I decided it was time to build the game I’ve always wanted to play: a realistic, community-driven drifting simulator.

Today, I’m incredibly excited (and nervous!) to share the first official devlog for World of Drift .

The Core Philosophy

My goal is to build a simulator that stands on three core pillars:

  • 1. Authentic Physics: The driving experience is everything. The core of my work has been on the physics and handling model, focusing on creating a deep, rewarding feel that communicates weight transfer, tire grip, and the challenge of being on the absolute edge of control.
  • 2. A Dynamic World: I believe the environment should be more than just a static backdrop. I’ve implemented a full 24-hour time of day and dynamic weather system. The track conditions change, grip levels fall as rain slicks the tarmac, and visibility drops at night, forcing you to rely on your headlights (with functional low and high beams) and your instincts.
  • 3. Powerful Creator Tools: Drifting is an art form, and sharing that art is essential. A huge part of my development has been creating an in-depth, cinematic replay system from scratch. It features a full suite of TV-style cameras, multiple drone modes, and interpolated slow-motion with pitched audio, giving players the tools to create their own films.

Current State & Screenshots

Here are a few shots directly from the engine. Everything you see is running in real-time in UE5, making use of Lumen for lighting and reflections.





About the Project & The Road Ahead

As a solo developer, this project is a massive undertaking. The foundation is built: multiplayer, backend, scoring and core systems—but the roadmap is ambitious, with plans for a deep progression system, more cars and tracks, and a full competitive tournament mode.

My next major step is launching a Kickstarter campaign to secure the funding I need to bring on specialists (especially for sound design and advanced physics) and dedicate myself to this project full-time.

I’m posting here because this is the community I’ve respected for years. I would be incredibly grateful for any feedback, thoughts, or technical questions you might have.

If you like what you see and want to follow the journey, please consider joining our community.

Thanks so much for taking the time to check out my work in progress.

Robbie

2 Likes

Yo, this looks amazing .. keep the good work up

1 Like

Hey everyone,

I’m back with the second devlog for World of Drift. The community on Discord voted for a deep dive into the procedural tools I’ve built in Unreal Engine 5, so I wanted to share a look at the system here.

In this video, I give a behind-the-scenes look at my workflow for creating new, high-quality track layouts from scratch. This system is my answer to “content fatigue” and is the key to providing a constant stream of new challenges. We cover everything from the “magic box” starting gate blueprint to the automatic generation of walls, track markings, and even replay cameras.

I’d love to hear what my fellow developers and UE users think of the approach!

As always, the best place for feedback and to follow the daily journey is the Discord. Thanks for the support!

  • Robbie

Thank you! :slight_smile: This means a lot!