Game dev creates IShowSpeed game where players can bark and do backflips

A Spanish indie developer creates an Unreal Engine 5 game based on IShowSpeed’s chaotic IRL streams, letting players live the streamer’s life.

The Genesis: From Tutorials to Tribute

An independent game developer based in Spain, leveraging the power of Unreal Engine 5, has engineered a unique video game experience centered on the chaotic IRL (In Real Life) broadcasts of popular streamer IShowSpeed.

The creator behind this project, operating under the moniker ‘Gorka Games,’ is not new to the UE5 ecosystem. He maintains a YouTube channel dedicated to Unreal Engine 5 tutorials, making this fan game a practical application of his instructional expertise.

Practical Tip for Aspiring Devs: Starting a project based on a clear, well-documented concept (like a streamer’s persona) can streamline early design decisions and provide immediate gameplay goals, which is crucial for solo developers managing scope.

Inside the Game: Mechanics of Mayhem

The core premise casts players in the role of ‘Speed,’ navigating a town environment with the explicit goals of “causing chaos, keeping the IRL stream fun, and watching your viewer count climb,” as outlined on the game’s official site. Gorka Games released footage demonstrating how players can embody the streamer’s unpredictable energy.

Your digital toolkit for chaos includes the ability to bark, perform backflips, and interact directly with a cameraman non-player character (NPC). The game also allows you to recreate specific viral moments from IShowSpeed’s past European tours, such as wrestling the green wizard ‘Crawley’ or fleeing from enthusiastic mobs of fans.

A critical gameplay mechanic is the live viewer tracker positioned in the corner of the screen. This metric functions as your score, increasing when you “do something interesting” and passively decaying if your in-game avatar remains idle or uninteresting, mirroring the fickle attention span of a live audience.

I Made iShowSpeed a Game in Unreal Engine 5 @ishowspeedsui pic.twitter.com/81IqGtwX5s

Common Mistake to Avoid: When designing a viewer simulation mechanic, avoid making the decay rate too punishing. A balance must be struck between encouraging constant action and allowing players a momentary breather to plan their next chaotic move, preventing frustration.

The Developer’s Journey & Call to Action

Gorka documented his entire development process in a comprehensive video shared on YouTube and X (formerly Twitter). The video walks viewers through key steps in Unreal Engine 5, including sourcing a character model resembling the streamer, programming the core movement and interaction mechanics, and designing the various NPCs that populate the world.

In a direct plea to the community, Gorka stated in the video, “Ping IShowSpeed through all places, YouTube, Reddit, IG, Discord. All places. Let’s make him react and play the game.” This highlights a modern developer strategy: leveraging community networks to gain the attention of the subject of a fandom project.

Optimization Tip: For a solo-developed UE5 project, extensively use Marketplace assets and mixamo animations for character movement to save hundreds of hours. Focus your original coding and design efforts on the unique, core mechanics that define your game—in this case, the viewer interaction system.

Analysis: A Charmingly Rough Fan Project

The final product is openly a barebones experience, clearly developed by a single individual. Its charm, however, lies in its novelty and sincere tribute. It stands as one of the first dedicated video game adaptations based on the specific antics and persona of a top-tier streaming personality, carving out a niche in fan-made content.

This project exemplifies a growing trend where game development tools like UE5 are accessible enough for fans to create playable tributes. The value isn’t in AAA polish but in capturing a specific community in-joke or moment, offering a type of interactive fan art that resonates deeply within that community.

The Big Question: Will Speed Play It?

IShowSpeed’s content focus has recently shifted away from extensive IRL travel streams. He has been concentrating on collaborative gaming content with fellow streamer Kai Cenat, producing more home-based content, and reacting to trending videos. Despite this, he has announced intentions to embark on a similar touring format, potentially in South East Asia.

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The ultimate community hope is for IShowSpeed to react to the game on stream. The odds seem favorable; the game is free to download and has a relatively small footprint at under 5 GB, removing significant barriers to entry. Whether it becomes a memorable stream segment or a brief curiosity hinges entirely on the streamer’s discovery and whim.

Strategy for Visibility: For developers in a similar position, timing your social media push to coincide with the subject’s streaming hours or known ‘checking socials’ times can dramatically increase the chance of being seen and played live.

No reproduction without permission:SeeYouSoon Game Club » Game dev creates IShowSpeed game where players can bark and do backflips A Spanish indie developer creates an Unreal Engine 5 game based on IShowSpeed's chaotic IRL streams, letting players live the streamer's life.