Game design · Systems · Motorsport

A sporting life built from connected decisions.

Predestinato began with a personal question: how could I turn everything that attracts me to motorsport into a game where every decision builds a different career? The result starts in karting, opens routes into single-seaters, touring cars, rally and endurance racing, and connects performance, money, reputation, contracts and risk all the way to retirement.

Predestinato game home screen with a motorsport visual identity
The home screen establishes the promise: one life, one career and consequences that accumulate.
100preseason cards with unique statistical combinations
16minigames across core challenges and crucial moments
8,825seasons completed in the simulation audit
55final retirement age within the career system
System design

The career is not a single ladder toward Formula 1.

The market mixes renewals, formula categories and alternatives in touring cars, rally or endurance. Players can build a valid path without reaching F1, change disciplines later in life or leave motorsport after mismanaging the economy.

Performance

Five statistics and Form

Speed, pace, consistency, stamina and aggression evolve through training, age and decisions. Temporary Form ranges from −5 to +5.

Economy

Pay, earn and negotiate

Karting requires investment; professional categories introduce salaries and bonuses. Sponsors, staff, the store and contracts compete for the same capital.

Career path

Markets with alternatives

F4, Regional, F3, F2 and F1 coexist with TCR, rally, GT4, LMP3, WEC, IndyCar and other fictional destinations adapted to progress.

First minutes

Identity is already a game decision.

The opening flow asks for name, country, abbreviation, race number and economic difficulty. They are not isolated fields: they feed the driver presentation, regional offers, interface identity and financial margin for error.

Three offers, not one correct answer

The opening market presents random regional teams and different investment levels. The aim is not to find “the best,” but to accept a combination of cost, opportunity and risk.

A visible curve

Difficulty changes the starting capital. The interface shows the consequence before play begins so financial failure becomes an understandable decision rather than a hidden surprise.

Predestinato identity creation and difficulty selection screen
The real identity configurator, including profile, country, abbreviation, race number and starting capital.
Annual loop

Every season changes the next one.

Preseason card

A decision changes permanent or temporary attributes, capital or risk. The deck contains 70 normal, 20 rare and 10 golden cards.

Short agenda

A season contains between one and three interactions to preserve pace: narrative decisions, challenges and special events.

Result and settlement

Position, wins and points activate bonuses, sponsors, fame, market value and the contractual close.

Market and development

Age, Form, category and performance change offers, duration, salary and the possible routes for the following year.

Complexity control: although the system has many states, a season never exposes more than three primary interactions. Depth appears through accumulation, not by overcrowding every screen.
Connected rules

Detail matters when it changes the strategy.

Super licence

Three-year rolling window

F1 requires 40 points, a minimum age and eligible seasons. The HUD shows which requirement is missing and avoids an invisible barrier.

Training

Seven points per season

Each point adds 0.2 internally. Decimals are preserved in calculations even when the main panel shows rounded values.

Age

Development, prime and decline

The curve accelerates during development, sustains a base prime and then concentrates decline in stamina, pace and aggression.

Physiotherapy

Cumulative protection

Investing in physical care early can extend the prime by up to three seasons and reduce a stamina decline.

Sponsors

Budget and patience

Counteroffers connect fixed pay, bonus, duration and demands. Three rejections end the negotiation.

Crowns

Achievements across disciplines

Monaco, Indianapolis, Le Mans, Monte Carlo and Dakar feed independent collections of wins and championships.

Audit

Simulating complete careers to improve the design.

The audit combined browser tests with 270 seeded careers—three difficulties, three starting-cost levels, three skill profiles and ten seeds—and produced 8,825 completed seasons.

DifficultyCareersReached retirementFinancial eliminationReached F1
Easy9090059
Normal90801058
Hard908828

Those simulations made balance observable: they helped tune economy and progression while detecting mixed grids, rivals who did not age, impossible win totals and duplicated contract states. Designing the game also meant building tools to understand how it behaves.

How it was built

Translate a complete sporting career into states the game can remember.

Development began by separating identity, performance, economy, contract, calendar and achievements. Each module changes one part of the career while all of them read a shared driver state. That architecture lets a preseason card affect a future negotiation, age change the value of training and a win update fame, money, market position and collections at the same time.

The annual loop works as a state machine. A season starts with preparation, opens a short agenda of decisions or minigames, simulates the result, settles bonuses and costs, updates progression and finally builds the next market. Saving every transition makes errors inspectable and prevents the same reward from being applied twice.

Content was also designed as a system. Cards share a structure for rarity, condition and effect; categories describe costs, prizes and requirements; fictional teams are grouped by region and level; minigames return outcomes that the main engine can compare. Adding content does not require inventing new logic for every screen.

Model state

Define what the career remembers and which variables change through age, decisions, results or contracts.

Build content

Express cards, categories, teams and events through reusable structures and shared rules.

Resolve the season

Process interactions, performance, economy and market in an order that preserves consistent consequences.

Persist and audit

Save transitions and seed simulations so a problematic career can be reproduced exactly.

Design and balance

Depth appears when simple systems begin pushing against one another.

A decision becomes interesting when it cannot improve everything at once. Investing in training can reduce financial margin; accepting a safe contract can close a sporting route; pursuing a harder category adds prestige and risk; paying for physical care early sacrifices present capital to extend future performance. The design connects those tensions so every career tells a different story.

Pacing

Few visible decisions

One to three interactions per season keep progress fast while consequences accumulate over decades.

Economy

One resource, several destinations

Entry fees, staff, store, physiotherapy and negotiation compete for capital and turn the budget into strategy.

Progression

A curve with stages

Development, prime and decline change the value of training and make every investment depend on age.

Market

Offers with context

Category, Form, performance and region build different options instead of an automatic ladder.

Feedback

Rules players can read

The HUD exposes requirements, attribute changes and financial consequences so players can learn the system.

QA

Reproducible stories

Seeds turn a strange career into a case that can be replayed, fixed and checked again.

The project demonstrates: systems design, content writing, interface development, simulation, test automation and the use of data to balance a creative experience.
Living design

A system ready to keep growing.

  • Persistent careers: saves can turn each path into a story that can be resumed, shared and compared.
  • More ways to play: alternative inputs and an assisted mode can broaden access to the 16 minigames.
  • Adaptable balance: simulation data makes it possible to refine the economy and define each difficulty’s intended experience.
  • Sporting history: a race-by-race record can turn results, contracts and rivalries into a browsable biography.
  • An original universe: teams, contracts, amounts and results form a motorsport fiction that can grow without losing systemic coherence.
Software and tags

Tools and topics in this article.

Software used or related

  • JavaScript
  • GitHub
  • Vercel

Topics

  • Predestinato
  • game design
  • career simulator
  • motorsport
  • Formula 1
  • karting
  • HTML
  • CSS
  • Vercel
  • UX
  • game economy
  • balancing
  • simulation
  • testing
  • QA
  • minigames
  • web game

Related work

Next step

Want to apply this approach to your brand or team?

Book a 30-minute call, review my CV or email me.