The Rush Rally series has been written by a single person and was started in January 2011! It does not use any 3rd party engine or tools (other than the industry standard modelling and texture tools like Photoshop and Maya). It was mainly written more for "fun" than anything else at the start, to see what I could come up with!
As I have been working on this solely on my own, the game itself was originally written purely to see if a game on can be driven programatically to reduce the dependency on art and audio. As a result, there are very few art/audio assets and all the tracks are 100% procedurally generated at runtime. This has meant that the install size comes in around 100MB for a game with 80 different tracks and lots of content, which on a mobile device is key. No one wants to install a game that is 3GB on their phone!
My aim was to cover every discipline of making a game, and to aim to make it as quickly and efficiently as possible. By every discipline I mean:
Every aspect of code (physics/animation/damage/audio/networking/rendering/etc etc),
Every aspect of art (I've modelled myself in the game as a spectator, all the models are simple and most are driven by simple textures and created procedurally, like the trees)
Every aspect of design (Rush Rally 3 has been much more of a challenge for this with a whole money and upgrade system!)
Every aspect of production (Bringing a game to market on my own)
I've been in the industry since the early 2000's, and written engines/animation systems/physics systems for big AAA gaming companies. When making the move to create Rush Rally, I decided it was time to try everything for myself!