Technical Game Designer, Systems Designer

For this project I wore alot of hats, but I was mainly in charge of scripting gameplay mechanics, menu flows, and balancing car stats. The initial creative vision for this game was to create a combat based racer, with a focus on environmental destruction to block player paths, and eventually eliminate opponents. We quickly realized however that this Split Second esque gameplay would not be enough to keep the player engaged. We then switched to a more Mario Kart style of gameplay - where we would begin to focus more on weapons and item interactions than on driving. This proved to once again not be enough to engage players as they drove around our maps. Lastly, we changed our focus to revolve around drifting instead of item interactions, which was much more engaging and challenging to our playtesters, as well as rewarding. 

Once we settled on a drifting style of play, I began creating new cars with different stats based on our variables for the car. Each car excelled at a different style of gameplay, as well as skill level, providing accessibility for newer players, but also a high skill curve for more experienced players. 

In addition to car balancing, I helped develop and tune camera systems, as well as mechanics for traps that are placed throughout each track to increase the skill needed to navigate without error. 

I also held meetings with artist / audio team members to ensure that those respective assets were following the creative vision. Several times each week, my team of five other designers, one artist, and two audio members would host standup meetings to ensure a cohesive vision would be shared, as well as to allow feedback to be shared among the team.

 

Gameplay Trailer (No Audio)

 
 
 

Post Mortem

 
 
Previous
Previous

Killing Floor Level Designs

Next
Next

Slam Heroes