Fling to the Finish

My role: Co-founder & Lead Programmer. I acted as technical lead and owned all technical and programmatic systems of the game.

Status: Launched in Steam Early Access. 400k+ total players, 95k+ wishlists, overall 85% positive reviews.

Duration: Ongoing (September 2017 – Present)

Technologies and libraries used:

  • Unity Engine
  • Photon PUN 2 (Photon Unity Networking)
  • Gitlab (command line and Sourcetree)
  • Steamworks API
  • Nintendo Switch development kit and applicable libraries licensed by Nintendo
  • Rewired Input plugin for Unity
  • FMOD for Unity (Audio)

Team size: 5

What I worked on: 

  • Networked multiplayer: lobbies, global matchmaking, network culling, rigidbody syncing
  • Porting: Integrating Steamworks; porting to Nintendo Switch; porting to AirConsole
  • All backend systems & architecture
  • Gameplay, UI, shaders and sound

What is Fling to the Finish?

Fling to the Finish is a multiplayer game where teams of two players race through colorful, chaotic obstacle courses while tethered by a stretchy elastic rope. Players can choose to play as a single team, two teams in a local split-screen mode, or race with up to 8 teams in an online multiplayer mode.

The game started out as a 5 week project for a class in my junior year, then became a student incubator project under the Entrepreneurial Game Studio as we launched SplitSide Games, LLC. and the game also acted as our senior capstone project. The game has been out in Early Access on Steam since August 2021 with a Q1 2023 planned release for all platforms.


Breakdown of my work on the game