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Development Overview
Game Name: Interstellar Racing League
Role: Car System Designer
Genre: Racing
Engine: Unreal Engine 4
Platform: PC
Development Time: 4 Months
Role: Car System Designer
Genre: Racing
Engine: Unreal Engine 4
Platform: PC
Development Time: 4 Months
DESIGN GOALS
Car System Balancing was the core of making IRL feel good to play. I did this by managing two data tables that were provided by the physics team. However, it didn't come without its issues. The problems were:
The solutions I came up with:
Changes needed to be confirmed with the game designer and most team leads. The reason was my work affected all other aspects of the game. Ultimately, the balancing of the car stats didn't complete until close to the end of development. |
In addition to balancing the car stats, camera was another important component. Ultimately, each car needed its on camera stats to benefit their respective models. I communicated with the car concept lead artist, the game designer and the physics team member in charge of the camera. Examples of stats found in the camera data table:
There were several iterations on the camera from play-tests and team feedback. I changed the stats to pull the camera back to show more of the track and environment. Along with players being able to see the front of the car to better avoid crashing. |
Car implementation was going to be a critical part of the project. In response, I created a file structure and naming conventions. The pipeline in doing this went as followed:
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PLAYTHROUGH
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