
Hero Race (Warcraft III)
Multiplayer Racing Game · 2011 – Present
A multiplayer racing game that I have continuously designed, programmed, balanced, and maintained for over 15 years.
Unlike a one-off hobby project, Hero Race has evolved through years of live player feedback, gameplay iteration, and technical improvement — becoming my personal sandbox for gameplay programming and game design.
Solo Gameplay Programmer
Game Designer
Warcraft III World Editor
JASS
2011 – Present
Hero Race started in 2011 and remains the longest-running project in my personal body of work. I've continuously designed, programmed, and balanced it ever since, using it as my sandbox for gameplay programming and game design.
Every Match Feels Different
Random items and dynamic mechanics keep every race unique.
Player Interaction
Abilities create constant interaction rather than isolated racing.
High Skill Ceiling
Movement, timing, and positioning reward mastery.
High Risk, High Reward
Powerful abilities require commitment and create exciting moments.
Continuous Comebacks
Map mechanics and items prevent races from being decided too early.
Gameplay Systems
Hero abilities, race mechanics, items, and multiplayer gameplay.
Bot Players
State machine–based bots for solo play, practice, and filling empty matches.
Programming
JASS scripting, the trigger system, and gameplay architecture.
Game Design
15 years of balancing and iterative gameplay improvements.
Player feedback has been one of the driving forces behind Hero Race's evolution.
Rather than simply adding new features, I observe player behaviour, collect feedback from the community, and iterate on gameplay systems to improve the overall experience while staying true to the original design vision.




The GitHub repository contains the JASS-scripted state machine bot AI. The rest of the game's systems live inside the compiled .w3x map file, which requires the Warcraft III World Editor to open and can't be browsed on GitHub.
View Source Code ↗