Extras

Spindrive

UGA Game Builders — Godot 4 multiplayer setup, menus, audio, VFX UI (Spring 2026).

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Overview

UGA Game Builders — Godot 4 multiplayer setup, menus, audio, VFX UI (Spring 2026).

Checkpoint-driven Godot project where I owned animated menus, options hubs, ready-flow orchestration, centralized audio, and shader-styled UI accents while the team shipped multiplayer racing fantasy.

Godot 4GDScriptPhotoshop

Video

Spindrive showcase

Menus, options & intro flow

Built animated main menu, options with brightness/audio readouts, parallax/hover motion, and intro/title sequencing with controller + keyboard paths.

Audio + ready system

Central AudioManager handled fades, loops, queues, pause/resume, and SFX routing; ready menu covered character select, stat edits, per-player controller presets, and lock-in sequencing.

Challenges

  • Animated UI in Godot was much more manual/state-heavy than expected.
  • Maintaining ECS-style decoupling while shipping quickly caused architectural uncertainty.
  • Team conventions around event/signal patterns differed from prior projects.
  • Needed to juggle polish goals and clean architecture under checkpoint constraints.

Reflection

  • My final semester in GBC hit hard emotionally, so I wanted to go all-out.
  • Godot animated UI was honestly one of the hardest things I’ve done there.
  • I overthought whether my architecture was “theoretically correct” way too often, but that stress still helped me improve.
  • Really proud of what shipped and how much I leveled up.