- 4 of 52 sub-phases done
- Now: 0.4 technology spikes
- Phases 0–6, from tasks/progress.md
- 4 of 52 sub-phases done
- Now: 0.4 technology spikes
- Phases 0–6, from tasks/progress.md
Work / Game, in production
A realistic third-person police career game in Unreal Engine 5.8 and C++. So far: a patrol car with lightbar and siren, wet night streets, a traffic graph.
- Year
- 2026
- Status
- Phase 0 of 6, sub-phase 0.4
- Code
- Private repository
Code Six

Concept
You work your way up the Santa Ciela Police Department, a fictional city and force. Right now the project is in phase 0: technology spikes that prove the hard parts before any content gets built.
The problem
An open city with traffic, vehicles and night lighting is expensive to run. Phase 0 is technology spikes: prove the expensive parts first, with tests and benchmarks.


How it works
Tunables as data
Game values load from JSON through a data subsystem, so tuning never needs a rebuild. The same idea as Sizzle Stop, in C++.
Source: Source/Data/PSDataSubsystem.cpp
Repeatable performance
An autopilot subsystem drives the same route every run and a benchmark subsystem records it, so a change can be measured, not felt.
Source: Source/Debug/PSAutoPilotSubsystem, PSBenchmarkSubsystem
Vehicles and streets
Lightbar and siren components on the patrol car, a traffic nav graph, World Partition for streaming, and look-dev tests for wet streets at night.
Source: Source/Vehicles, Source/Traffic, tasks/evidence
Process like a team
Branch, pull request, checks, squash merge, even working alone. Automation specs run in the engine.
Source: plan/35_github_workflow.md, Tests/

Built with
- Unreal Engine 5.8
- C++
- World Partition
- Nanite
- Automation specs
- Python tooling
Numbers
- 4/52
- sub-phases done in the plantasks/progress.md
- 7
- phases planned (0–6), from tech spikes to shiptasks/progress.md
- 85
- C++ source and header files so farrepo tree
Note
Images are engine test renders from phase 0, not final art.