PRODUCTION TIME
PRODUCTION TIME
3 months
YEARS OF RELEASE
2024
SOFTWARE
Unreal
LIFETIME
3 min
GENDER
Racing
PLATFORM
PC
TARGET
Player used to multiplayer racing games looking for originality
Gemini rush is an online racing game where the player controls a single-wheel vehicle on a circuit made up of two constantly parallel roads, with the ability to switch between the two using a skill.
The game can be played by 2 to 8 players
This game was made by a team of 8 people.
My role was Game Designer, and UX/UI Designer.
The camera is positioned 17 metres behind the player's vehicle. It is positioned higher than the vehicle, and is slightly oriented towards the vehicle.
This ensures that, if a vehicle is perfectly above us on the other road, the player should be able to see it.
The FOV is 50.
The camera is positioned close to the vehicle, low enough with a 90° FOV to show the vehicle to the player.
This setup also means that in the event of a crash or loss of speed, the camera effects support the events of the race.
The vehicle's acceleration is very nervous right from the start:
A strong recoil of the camera,
Increased FOV
Strong blur on start-up
All these effects accentuate the sensation of acceleration.
At cruising speed:
Slight camera rollback
Slight increase in FOV
A sharp decrease in blur
All these parameters are there to support the racing sensation and give the player access to as many elements as possible.
This speed can only be reached through specific player actions, such as driving on an opponent's track or taking a boost.
Camera effects are therefore accentuated, to give a strong impression of speed with :
camera shake
Camera elevation
Increased FOV
Strong blur
Effect n°1 : Acceleration / Deceleration → camera position
The camera moves slightly as a function of vehicle speed.
When speed exceeds maximum speed without boost, camera recoil is more pronounced.
Effect n°2: Acceleration / Deceleration → FOV
FOV changes slightly with vehicle speed.
When speed exceeds maximum speed without boost, camera FOV is more accentuated.
At very high speeds, the camera starts to shake erratically but regularly.
The character controller is a light, high-velocity vehicle, fragile and maneuverable, requiring gentle, meticulous, precise piloting, with small couplings.
When the vehicle is destroyed, it defragments and reappears on the player's previous trajectory (by recording its trajectory beforehand).
All the interactions in Gemini Rush have been designed to be totally achievable with a controller.
The choice of this controller was made thanks to its gradual inputs (triggers) allowing us to get as close as possible to the racing sensation we wanted to offer.
The vehicle's acceleration is very strong. It reaches high speed very quickly, then takes a few seconds to reach maximum speed.
As long as the gas pedal is maintained, the vehicle remains at maximum speed.
When the gas pedal is released, the car suddenly loses speed in a linear fashion. Then, after a threshold, it continues to lose speed, but more slowly.
As the vehicle has no brakes, deceleration is its only means of reducing speed.
As a result, the vehicle's deceleration must be progressive, to give the player more control over the different speed levels.
This allows the player to gauge speed more accurately.
However, it must also allow the player to lose speed quickly if he or she completely releases the trigger. For this reason, when the player is down to 20% speed, deceleration will be more abrupt.
ADSR curve of vehicle acceleration and deceleration
Due to our core mechanics, some parts of the screen are constantly occupied by the presence of the opposite road.
Consequently, we couldn't put any information there.
In addition, after analyzing some playtests, we noticed a Deadzone at the bottom and on the sides of the screen.
Players rarely looked at this part of the screen.
So, we conceptualized the HUD of our experiment, taking into account that the information needed by the player should be at the top of the screen, on the left and right sides.
In order to provide the most ergonomic experience possible, the various screens of Gemini Rush were designed to be entirely joystick-based.
To achieve this, we decided to implement radial menus on as many screens as possible.
A lot of sign&feedback was implemented in the game to convey the maximum amount of information.
For example:
The progressive appearance of the circuit's edges as the vehicle approaches them
Warning arrows
The shape of the gameplay elements has also been designed to be as clear as possible.
Like the obstacles, which are all rectangular in shape, or the boost, which invites players to change routes to get the boost.
Boost