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Building a cross-platform 3D car tuning simulator

A production-oriented platform combining real-time 3D customization, web and mobile experiences, scalable backend services, and CMS-managed automotive content.

Role
Engineering Manager
Company
PIMPIT
Period
March 2023 – December 2024
Industry
Automotive software and gaming
Unreal Engine 5.NETNode.jsReactNext.jsAzure

10

Engineers across frontend, backend, and Unreal Engine

40K

Marketplace downloads reported by BitBreeze

2K

Steam downloads in two months reported by BitBreeze

3

Engineering disciplines coordinated

From visual concept to production system.

PIMPIT set out to create a high-fidelity car customization product where users could configure and tune vehicles in real time. The product required substantially more than a visual demo: it needed configuration rules, user data, continuously expanding vehicle content, and reliable experiences across desktop and mobile.

My responsibility was the engineering system around that product. I designed the application architecture, led a ten-person multidisciplinary team, and established the planning, review, infrastructure, monitoring, and delivery practices required to move the platform forward.

The challenge

One product, several difficult systems.

  • Keep high-fidelity 3D experiences responsive across different device classes.
  • Represent compatibility between vehicles, parts, materials, presets, and customization options.
  • Allow non-engineering workflows to expand car models and content without application releases.
  • Coordinate frontend, backend, and Unreal Engine work without creating isolated delivery pipelines.
  • Build cloud infrastructure with appropriate availability, security, monitoring, and room for growth.

Creating clarity across the whole system.

The central engineering problem was coordination: architecture, infrastructure, and delivery practices had to support the same product direction.

01

System architecture

Designed the application architecture connecting Unreal Engine clients, web experiences, backend services, identity, persistent data, media storage, and content operations.

02

Multidisciplinary leadership

Managed ten frontend, backend, and Unreal Engine developers, aligning sprint planning, ownership, code review, dependencies, and delivery across three engineering disciplines.

03

Cloud and operations

Established Azure infrastructure using virtual machines, PostgreSQL-compatible Azure database services, storage, identity, monitoring, and Application Insights.

04

Delivery quality

Introduced review and engineering practices focused on maintainability, operational visibility, and incremental production delivery.

A layered, extensible platform.

Experience

Unreal Engine and web clients

Real-time vehicle rendering and configuration experiences supported by React and Next.js web surfaces.

Application

.NET and Node.js services

Backend capabilities for configuration data, user profiles, application workflows, and content integration.

Content

Extensible CMS workflow

A content pipeline designed to add vehicles, parts, materials, and configuration options as the product library expanded.

Platform

Azure infrastructure

Compute, relational data, media storage, identity, monitoring, and global content delivery supporting production operation.

A foundation built to keep evolving.

  • The product reached a production-ready state with real-time 3D customization, user profiles, shareable garages, and an expanding automotive content library.
  • Its modular architecture supported continued addition of vehicles, parts, materials, and product features.
  • BitBreeze reports 40,000 marketplace downloads within a few months and 2,000 Steam downloads in two months, both without marketing.
  • Development and feature expansion continued beyond the initial launch period.
My role and contributions are based on my employment history. Product scope and adoption figures are attributed to the publicly available BitBreeze case study.
Read the published BitBreeze case study

More case studies will be added as project details are approved.

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