Level Designer
Designed and implemented 2 of the 4 playable race tracks.
Implemented a 3D city backdrop for environmental design.
F-Zero was a huge inspiration when it comes to the feel of the game. We wanted the movement to feel fast and allow the player to make quick turns whenever they needed. The map design along with the car movement was essential in creating that player experience. The race tracks needed to be wide enough to allow enough range of motion and the turns need to be sharp enough to challenge the player. Adding elevation and rotating the track was also key to making the racing experience dynamic and fun.
The original design of the tracks were too vertical and it caused issues with the way that the car's movement was setup.
I added sharper turns and rotated the tracks along with some verticality for dynamic gameplay.
The sharper turns really force the player to learn the feel of the car and know when exactly to turn and brake.
This was my first experience working in Unreal Engine and on a racing game. The learning process was a little steep at first, but through trial and error I became more comfortable with the engine as well as the design process.