Data-Driven Horse Racing Simulator
Budget: $5 – $10 USD
I am looking for a Unity developer to build a 3D race replay system for PC. This tool will visualize a board game where the race occurs in furlongs and is driven by data from CSV or text files.
You will use the JK Timmons Horse Racing Kentucky and Enozone Sport Horses assets. The system needs to read race configurations like track name, distance, and surface, along with horse data like jockey names, post positions, and odds.
The final replay should look like a professional TV broadcast. I need multiple camera angles and a cinematic feel similar to YouTube racing channels. The total duration must sync with the provided race results plus a few seconds to get the field across. However, you do not need to build a native MP4 exporter or a custom save-file system for distribution. I will simply load the CSV, hit play, and record my own screen using my own software to create the videos for my forum. Your job is just to ensure the replay looks clean and professional for recording. All races are American Thoroughbred style, so they run counter-clockwise with no hurdles.
The Logic (Simple Arithmetic):
The movement is based on a board game grid.
You can see the master map attached to understand the logic.
Scale: 1 Furlong = 8 Units (Boxes).
Move Cost: 10 Movement Points (MP) = 1 Unit forward.
Turn Cost: If a horse is in Lane 4 or higher on a turn, it costs 15 MP per unit.
Side Moves: Shifting lanes costs 1 or 2 MP.
The Carryover Rule: If a calculation has a remainder (e.g., 85 MP / 10 = 8.5), you move 8 units and carry the ".5" over to the next furlong.
The Roadmap:
Phase 1: Basic Logic Test
Create a C# parser for the CSV and use simple cubes as placeholders to prove the movement math is correct. If the cubes hit the finish line at the right time, we move to Phase 2.
Phase 2: Adding the Assets
Bring in the track and horse assets into a clean URP project. Set up the 12 horse color presets (Silk IDs) so they can be assigned via the CSV.
Phase 3: Cameras and Visuals
Set up Cinemachine for a "TV-style" look (Rail Cam, Lead Tracker). Add some simple effects like dirt/turf particles and ensure the horses gallop smoothly using Lerp or Tweening.
Phase 4: Finalizing Distances and UI
Set up a coordinate table so the starting gate automatically moves based on the race distance (from 5 furlongs up to 1.5 miles). Build a simple intro and results screen.
Requirements:
- Comfortable with C# (Data parsing and simple math).
- Experience with Unity URP and Cinemachine.
- Ability to create a stable Standalone PC build.
You don't need to build any complex AI or pathfinding because the movement and turn order are strictly driven by the data. You don't need to worry about WebGL memory limits or browser optimization since this is a standalone PC application. You also don't need to create any 3D models from scratch because the professional assets provide everything.
If you have experience with data-driven simulations or sports replays, please share the relevant experience and your workflow.
You will start your bid with a phrase (Expert), if you have carefully reviewed the project details and you are confident.
You will use the JK Timmons Horse Racing Kentucky and Enozone Sport Horses assets. The system needs to read race configurations like track name, distance, and surface, along with horse data like jockey names, post positions, and odds.
The final replay should look like a professional TV broadcast. I need multiple camera angles and a cinematic feel similar to YouTube racing channels. The total duration must sync with the provided race results plus a few seconds to get the field across. However, you do not need to build a native MP4 exporter or a custom save-file system for distribution. I will simply load the CSV, hit play, and record my own screen using my own software to create the videos for my forum. Your job is just to ensure the replay looks clean and professional for recording. All races are American Thoroughbred style, so they run counter-clockwise with no hurdles.
The Logic (Simple Arithmetic):
The movement is based on a board game grid.
You can see the master map attached to understand the logic.
Scale: 1 Furlong = 8 Units (Boxes).
Move Cost: 10 Movement Points (MP) = 1 Unit forward.
Turn Cost: If a horse is in Lane 4 or higher on a turn, it costs 15 MP per unit.
Side Moves: Shifting lanes costs 1 or 2 MP.
The Carryover Rule: If a calculation has a remainder (e.g., 85 MP / 10 = 8.5), you move 8 units and carry the ".5" over to the next furlong.
The Roadmap:
Phase 1: Basic Logic Test
Create a C# parser for the CSV and use simple cubes as placeholders to prove the movement math is correct. If the cubes hit the finish line at the right time, we move to Phase 2.
Phase 2: Adding the Assets
Bring in the track and horse assets into a clean URP project. Set up the 12 horse color presets (Silk IDs) so they can be assigned via the CSV.
Phase 3: Cameras and Visuals
Set up Cinemachine for a "TV-style" look (Rail Cam, Lead Tracker). Add some simple effects like dirt/turf particles and ensure the horses gallop smoothly using Lerp or Tweening.
Phase 4: Finalizing Distances and UI
Set up a coordinate table so the starting gate automatically moves based on the race distance (from 5 furlongs up to 1.5 miles). Build a simple intro and results screen.
Requirements:
- Comfortable with C# (Data parsing and simple math).
- Experience with Unity URP and Cinemachine.
- Ability to create a stable Standalone PC build.
You don't need to build any complex AI or pathfinding because the movement and turn order are strictly driven by the data. You don't need to worry about WebGL memory limits or browser optimization since this is a standalone PC application. You also don't need to create any 3D models from scratch because the professional assets provide everything.
If you have experience with data-driven simulations or sports replays, please share the relevant experience and your workflow.
You will start your bid with a phrase (Expert), if you have carefully reviewed the project details and you are confident.
Related categories:
Game Design
C# Programming
3D Modelling
3D Animation
Unity 3D
Game Development
Simulation
Unity
Game Physics