Case 01 · OVERSTEER

A Casino crash game that drifts like crazy

A crash game told through a drift car: the multiplier climbs while the car holds the slide, and the only decision is when to cash out.

Role
Design, art direction, engineering
When
Sep 2026 · playable prototype
Where
Mobile web · Three.js · Blender

Challenge

Make a crash game worth watching without handing the player any control — the car has to look like it is fighting for grip while the result is fixed before the round starts.

Approach

Treat the drive as the picture of the crash curve, not a driving game. Seed every round, prove the payout maths by simulation, and keep the car's drama on its own clock so it never gives the crash away.

Result

Playable in one day across 21 versions, with the payback flat at about 95% whether a player cashes out at 1.5x or at 25x.

400ksimulated rounds
21playable versions in one day
1.89xmedian crash point, 47.5% reach 2x
The OVERSTEER brand: the chrome wordmark, the colour palette, the type and the multiplier in its three states.
The OVERSTEER car sliding through the endless right-hand corner, trailing smoke.
The OVERSTEER live screen, the multiplier at 2.13x while the car holds the drift.The OVERSTEER crash screen, the car over the edge at 2.03x.

What it is

The short version

OVERSTEER is a crash game on one endless right-hand corner. The multiplier grows with time, a low-poly car holds a drift on the edge of a cliff, and cashing out before it goes over keeps the multiplier. Nobody steers.

Every round is seeded, and the seed is shown half before the round and in full after it, so any result can be checked. It is a prototype, so there are no players to quote — what it has is maths that has been verified rather than assumed.

Process

How it was built

  1. 01

    Take the wheel away

    The first versions let the player steer. Both were wrong: in a crash game any control is an edge. The final rule sits at the top of the project — enter, cash out, nothing else.

  2. 02

    Prove the maths before the look

    Seeded rounds and a 3% edge, simulated 400,000 times: median crash 1.89x, 47.5% of rounds reach 2x, and the payback holds flat across every cash-out target.

  3. 03

    Keep the drama off the crash clock

    The car steps out, grip drops, SNAPPING LOOSE — on its own random timer. Tie those moments to the crash point and the grip meter would tell players when to leave.

  4. 04

    Rebuild the car the generator gave me

    The generated model came with elliptical wheels welded into the body. Blender scripts cut them out and built round ones, then steering, spin and spoke aliasing were fixed one bug at a time.

Outcome

Where it landed

A playable prototype on mobile web, a four-screen round flow designed in Pencil around real gameplay frames, and a brand built on a chrome wordmark and a single racing line.

Lesson

What it cost me to learn

The most convincing part of a game of chance is the part the player cannot touch. Every time I gave them a steering input, the product got worse.