Game Design

2026

Null Shift

[ CLIENT ]

Personal Project

[ ROLE ]

Game Design & Development

[ YEAR ]

2026

A couch party game where one car-soccer car plays six different games on one screen.

[ THE CHALLENGE ]

Can one handling model (boost, jump, flip, air roll) carry six different games, each readable from one screenshot, for friends who have never played car soccer?

A party game for the couch

Null Shift (formerly Bumper X Bumper) is a party game of short, physical car modes for one to four players on one screen, with bots in the empty seats. You drive a small car called a kait with car-soccer handling: boost, jump, flip, air roll and powerslide. The main way to play is the Gauntlet, a run of random modes where the side that wins the most games wins. Six modes keep that handling and change only the goal.

MODE 01 / TEAMS

Shiftball

Football with half-pipe goals. Aerials, flips and curved walls, and if you drive into the back of a goal you are turned over and sent back out.

MODE 02 / TEAMS OR FREE FOR ALL

Ring Out

Push everyone off a round bowl; the last team on wins the round. A drum in the middle shoves everyone outward when it glows, the floor falls away in steps, and sudden death makes hits harder so a round always ends.

MODE 03 / TEAMS OR CUTTHROAT

Rebound

Squash for cars. Take turns hitting the ball at the front wall, and each shot claims a square on a noughts-and-crosses board: three in a row scores. Miss, block or double-hit and the other side scores.

MODE 04 / FREE FOR ALL

Marked

Reverse tag. One kait is IT, bump IT to take it, and whoever is IT when time runs out wins. A plaza of ramps and a raised highwalk give you routes up and away.

MODE 05 / TEAMS

Glide

Air hockey on a flat, frictionless table. Shoot the puck through the other team's slit goal, with each team kept to its own half. The one mode still looking for its signature.

MODE 06 / TEAMS OR FREE FOR ALL

Claim

Drive over tiles to paint them your colour, and steal theirs. The arena is a sphere with a glass top, so the floor is also the walls, and the most floor wins.

Test: the hit

In a bumping game the hit is the punchline, so players have to read a shot from how hard they touched the ball. Pass chains and speed-up rails both changed that. Shots stopped being readable and both were removed. The rule that came out of it: no mechanic touches how hard a hit sends the ball.

Test: finding the fun

Coin Rush was dull as a race for coins, so it became carry-and-bank: coins stack on your roof, score only through your team's gate and spill on a hard hit. Every mode needs one thing only it has. Glide is still looking for its own.

Test: shelved modes

Eight modes are built and shelved for later updates: Overload, Derby, Hockey, Thin Ice, Hot Spots, Coin Rush, Bowling and Darts. Each has to work with bots in the empty seats, and some broke them. In Overload a kickoff reset threw cars over the net, cars passed through the barrier, and bots shoved the ball along the floor into the net. The last fix changed the mode: a touch on a low ball now pops it up toward the net, for people and bots alike.

Social playtest

I ran a playtest over social media. Most comments were about the camera and the steering. The fixes: half the turning circle, a camera that holds still when the ball is close, and camera angle and stiffness in the settings. Nobody guessed the game was built with AI.

Yes, it's car soccer

Rocket League is the obvious reference, and the handling says so: boost, jump, flip and air roll, with sizes and speeds taken from published car-soccer numbers. Null Shift goes its own way in two places. Football is one stop on a wheel of modes: the same car pushes rivals off a bowl, plays squash against a wall, plays tag, paints a sphere and slides a puck. And it is built for the couch: one screen, any mix of keyboards and gamepads, no online, rounds of one to five minutes, and a setup room where every pad edits its own column at the same time.

Every arena is a place

Early on, an arena was a pitch inside a stadium, with a crowd and a painted skyline, the same in every mode. Now each arena is a working industrial site, and the match is played in a glass box in the middle of it. The sites are white and charcoal, with one bold colour pair per place and part numbers and arrows doing the detail. They stand 50 to 150 metres from the play and have no collision, so cars read against them and a match plays the same. All of it is built from code: boxes, bars, lathes and pixel glyphs, merged into one mesh per structure.

Six sites, six landmarks

Each skyline borrows a landmark from a real structure. Shiftball looks out on a port and launch site, with an assembly building and launch tower after Kennedy's. Ring Out sits in a bowl ringed by four faceted towers. Glide has towers of white balls in pink haze and a cube of nine balls after the Atomium. Rebound is a telecom hill with a ring tower after the BT Tower. Claim's sphere floats over a sky city with a deck after Marina Bay Sands. Marked looks out at stacks after Habitat 67 and the capsules of the Nakagin Capsule Tower.

The cars

Three kaits from three fictional makers: the Bolinha by LÜDOS, the Testudo by ACIES and the Hadal by OCEANUS, each in its maker's colours. The concept sheets were generated in the style of tough, fast die-cast toy cars. I modeled the cars by hand in Blender: hard-surface, no smoothing, proportions checked against orthographic renders. A body changes the silhouette and the hitbox, and the handling is the same for all three.

Who did what

By hand: the art style guide, the arena design standard, the concept board, the three cars in Blender, and the two rules everything runs under: no gameplay mechanic without my yes, and every visual change looked at in a real frame. With AI: the Godot code, the arenas, the bots, the tools, the long tail of fixes and the car concept sheets. The calls on feel, taste and which idea to cut were mine. Tools: Claude Fable, Claude Opus, Cursor, Gemini, Higgsfield, Figma Weave and Figma.

Where it stands

Playable offline on Mac and Windows with bots in all six modes, in Godot 4.7 with Jolt physics, everything including the UI drawn from code. Performance is the current blocker: after the new lighting the game ran at about 20 fps on LOW at 1080p, so floor shadows are now painted from the real geometry at load and the lowest preset keeps them. The open question is what the fun still lacks: heavier hits, rivalries between friends and comebacks.