Designed core gameplay mechanics, game flow and user experience
Maintain a living design document through Confluence with JIRA integration
Working alongside the Lead Tech to design and develop a custom car physics system independent of Unreal’s Advanced Vehicle template
Oversee and guide a team of junior designers in designing and scripting new mechanics and UI for the game
Set out level design guidelines for junior design team, including forethought into racing lines/critical path design and bread crumbing through the use of pickups
Scripting a spline track generator in Unreal Engine 4, with added solution for up vector calculation, allowing for accurate corkscrews and deeper banks
Implement polished UI and create UI art for main menu, car select and leaderboard
Play Time Prix is a racing game developed for my collaborative games development project at the end of my degree at Staffordshire University. I, along with a team of five other seniors (four art and one tech), decided to create a racing game to challenge our individual abilities.
A 2 to 4 player game, it was an engaging experience to design content for versus multiplayer. This project has challenged my understanding of game balance and end user experience design, and I feel I have come away with a greater understanding of both.
The project was scripted using Unreal Engine’s Blueprint system, with a sprinkling of C++ where necessary.