For those old enough to remember, the late 90s through early 2000s provided what many fondly recall as the golden age of basketball video games. With iconic titles such as NBA Jam and NBA Street lighting up arcades, dorm rooms, and virtual playgrounds around the globe, the pick-up-and-play style of street basketball combined with fun to master mechanics and an over-the-top presentation that elevated the experience to legendary status—both for first-time players and those looking to consistently dominate opponents with their virtual street ball skills.
Now, a new contender has entered the arena as Play by Play Studios takes to the court with NBA THE RUN. Built with Unreal Engine 5 by a small team of industry veterans, the game attempts to capture the spirit of that memorable golden age while fitting how modern players compete and socialize today.
So, what were the team’s goals for the game and how have key UE5 features such as Nanite, Lumen, and Blueprints help transform the developer’s passion for old-school basketball games into something unique and special for today’s audience?
We caught up with several members of the Play by Play Studios team to find out.
Thank you for joining us! Could you please provide a brief overview of NBA THE RUN?
Scott Probst, CEO, Play by Play Studios: NBA THE RUN is a fast-paced online 3v3 street basketball game. This is a game that was created by lifelong hoops fans and built for all hoops fans around the world. It's a love letter to basketball.
NBA THE RUN focuses on an easy to pick up and fun to master experience, featuring gameplay that showcases what's best about basketball. Defense as fun as offense, counters to everything, ankle-breaking tricks, logo 3s, monster dunks, jukes, oops and much more.
We take players on a tour around the world in knockout tournaments where only one team can become the G.O.A.T. of the run. There isn't another basketball game on the market that looks, feels, or plays like NBA THE RUN.
NBA THE RUN is described as an attempt to capture the "golden age" of basketball video games. For newcomers, could you please explain when that was, what it represents, and how you've modified the experience for today's modern audience?
Michael Young, Creative Director, Play by Play Studios: The golden age of basketball video games was the late 90s through the early 2000s. It was the era of games like NBA Jam and the NBA Street series, especially NBA Street Vol. 2. Those games captured something many sports titles have drifted away from. They were incredibly easy to pick up, but endlessly fun to master. You could hand a controller to a friend and be playing within seconds, yet the deeper you got, the more strategy and personality emerged.
They were also social games. NBA Jam and NBA Street were built to be played with friends in the same room. Every possession created tension because defense was just as powerful as offense. A perfectly timed steal, shove, or block could swing momentum instantly. Players also felt truly distinctive. Star players had towering strengths and real weaknesses, so building a team was strategic. You were constantly making real-time decisions about matchups, spacing, and who should take over in big moments.
Another key element was the metagame. In NBA Street, players were encouraged to play with flair and take risks. Pulling off advanced tricks, big dunks, and stylish plays built momentum toward a Gamebreaker. That system rewarded creativity, but it also carried risk. If you pushed too far and failed, you could lose the ball and give the other team an opening.
Those classic games also favored instant response over long, drawn out animations or momentum systems. The response to input on the controls was immediate. If you went up to dunk on someone like Shaq and realized midair you were about to get stuffed, you could kick the ball out to an open shooter at the last second. The game responded instantly to player input, which created improvisation and highlighted moments that felt earned.
In NBA THE RUN, we built our own version of that philosophy. The metagame is called In The Zone. Players earn Zone points by performing advanced tricks, alley oops, and rim-rocking dunks. The higher the risk, the greater the reward. Miss the move and you may lose possession. Land it and your player enters a heightened state where their abilities are amplified and momentum swings in your favor.
From a technical standpoint, the game has been built from the ground up to maintain a smooth 60 frames per second with immediate input response. That responsiveness allows players to improvise in real time the same way those classic games did.
The game of basketball has evolved since those games dominated the dorms. Instead of leaning heavily on And 1-style tricks, the moves are inspired by the way the modern NBA is played. Stepback threes, push-offs (we see you SGA), and space creating dribble moves are central to the experience. Don't worry though—we still have Off the Heezay and Off the Backboard passes.
Finally, we tailored the experience to how people play games today. Crossplay allows players to game with all of their friend groups. Matches are shorter and built for quick competition with friends. Modes take inspiration from games like Fall Guys, with knockout-style tournaments, quick eliminations, and rule variations that can change from match to match. The result is a basketball game that captures the spirit of the golden age while fitting how modern players compete and socialize today.
Why was Unreal Engine 5 chosen for this project?
Simon Golding, CTO, Play by Play Studios: Unreal Engine 5 was chosen because it gives us the strongest balance of visual quality, performance, tooling, extensibility, and long-term stability. It reduces engineering overhead, accelerates production, and positions the project on a modern, well-supported foundation that can scale with our needs. Additionally, UE5 provides a unified, mature cross-platform architecture that lets us target PC, consoles, and future platforms from a single codebase. This dramatically reduces porting cost, minimizes platform-specific technical debt, and ensures consistent behavior across hardware.
The playgrounds appear to have as much character as the players themselves. How has Unreal Engine 5's lighting, materials, and environment tools helped you craft these larger-than-life venues?
Lemieux: Our goal for the maps in the game was to be true to life but put our own spin on them: recognizable, yet distinct to our desired look and feel. Unreal's lighting and shader tools really helped us nail down a style and run with it. The real-time lighting was a crucial element to nailing down these real-life locations, as we could quickly iterate and test lighting scenarios fast and efficiently. Being a small team with big goals, we needed an engine that would provide us the reliability and speed to iterate fast but keep our desired quality. We wanted to put everything we had into these environments, enhancing believability and immersion to really put you in these iconic locations—and Unreal Engine 5 really helped us achieve that.
How did UE5 help you optimize the game across the various platforms it will be available on?
Hazen: Unreal Engine has a host of performance-tracking features. This is very helpful when identifying and fixing performance resource hogs. Stat GPU, Stat Unit, and Traces have been very helpful in deducing and fixing performance issues across multiple platforms.