2017 Started
2019 Concluded
23+ Screenshots
Unity Engine

What it was

Kish is a real island in the Persian Gulf, and as far as I could tell nobody had ever put it in a game. ATG Kish was an attempt to fix that: an open world driving and lifestyle simulator built in Unity, on an island modelled from GIS data, roughly twice the area of the map in GTA V.

I was a computer science student while I built it, and I ran it like a serious piece of work for two years: my own money, my own hours, and a scope chosen to test the limits rather than to be safe.

It did what it was set up to do. It established how to model a real place, how to make a car feel right, and exactly how much an island costs to build. That is the whole value of a study, and it is why Pardis and ATG Racing start from solid ground rather than from guesses.

The ATG Kish key art: car keys, a model car and cold drinks on the sand
The key art from 2018. Keys, a model car and something cold on the sand, which is as good a summary of the idea as any screenshot.

Seeing it run

The pre-alpha showcase, recorded during development.

What it produced

The parts that were built and, in one case, given away.

The rain shader

A dynamic water drop windshield effect, built in 2014 and 2015 with help from the PolyCount community and inspired by DriveClub. It is the first one I know of that was publicly available for Unity, it was released free, and people still write to me about it.

Read the post

The island itself

Kish modelled in engine from GIS data, about twice the area of the GTA V map, with the road network, coastline and landmarks in place.

Size comparison between the GTA V map and Kish Island
Size next to the GTA V map
The full ATG Kish island as modelled in the Unity editor
The whole island in the Unity editor

Vehicle physics

Drivetrain, tyre and suspension simulation using Vehicle Physics Pro by Edy. That was the right tool at the time. The current projects run on NWH Vehicle Physics 2 instead.

Customization and mods

A rebuilt car customization system, and support for adding your own cars and parts to the game.

Granular engine sound

A custom synthesizer for engine audio, built to avoid the layered loop sound that most projects settle for. That thread continues today in the vehicle noise synthesizer on the docs site.

Post processing and UI

A full pass on the look of the game and several iterations of the interface, including a concept UI that never shipped.

See the UI work

Questions from the time

These were the questions people asked while the project was alive. The answers are kept in the past tense, because that is where the project is.

A driving simulator, and a lifestyle one. You drove cars you liked around a real island, explored it, and lived there. Kish is Persian, and it had never been simulated before.

Steam for PC, because that is the easy answer that comes to mind first when someone asks where a PC game would go. It was never the point of the exercise. Kish concluded as a benchmark for what ATG became, and a released game was not part of that plan.

If a sponsor or the island authorities ever wanted a full Kish built properly, the groundwork is here and the answer would be worth having. That is a possibility rather than a plan.

It had answered its question, and studies end when they do that. Education and life were taking the hours, and the sensible move was to carry what Kish established into Pardis, on an island scaled to one person, rather than keep extending a test.

People who like simulators. It was not an arcade game, and it was not aimed at younger players.

No. It was a passion project, paid for out of my own pocket, and so is everything that followed it.

I designed it. The name reads down the letters: A round, T he, G round.

The ATG Kish logo with its design explained

Screenshots

In engine captures from the development builds.

Where it was discussed

The project had threads on a few community forums during those years. They are still up, and they are a fair record of how the work actually went.

The five posts written during the Kish years are kept in the devlog archive, including the free shader download and the post that closed the project.