UNREAL ENGINE 4
The prototype engaged the drifting using one of the triggers on the gamepad, toggling one of the following settings for speed and turn radius:
Finally, the camera yaws depending on the position of the joystick, in order to show the area of the track that the car is turning towards.
The Field of View also widens to give an increased sense of speed, and the camera tilts to the side, like a car passenger being pushed in the opposite direction when turning hard.
By setting the Camera Rotation Lag to 4 on the spring arm holding the camera to the car's pivot point, the camera slowly lerps towards the back of the car in a smooth and almost unnoticeable way.
Push & Pull factors to incentivise drifting only through corners:
To achieve the actual drifting, I attached an invisible arrow to the car's pivot point.
When turning normally, the arrow and the car follow each other perfectly. But when the drift is engaged, the car turns rapidly, while the arrow slowly approaches the direction of the arrow. The momentum of the car always follows the direction of the arrow.
This resulted in the feeling of a drifting car with maintained momentum and minimal but controllable traction. This kind of tight turning called for a track/level design with a lot of hairpin corners, which allow you drift for longer around corners, while also forcing you commit to the drift when entering the corner, based on speed, placement and the positions of opponent cars.
This prototype began as a way of exploring how to achieve a drifting mechanic for a racing game, particularly how drifting turns the car sharply sideways, while the momentum of the car slowly tries to catch up with that new direction.
THE DRIFTING MECHANIC
CAMERAWORK - A SENSE OF SPEED
A prototype exploring a solution to a drifting mechanic and creating a sense of speed.