
3rd Year University Collaborative Module
Time scale - January 2nd - February 10th 2023
Team Size - 18 people

Role: Game Designer and Project Co-Lead
Responsibilities:
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Thorough research of racing games and race tracks
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Create a GDD on Confluence
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Make a rule sheet
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Playtest and iterate based off feedback
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Track design and blocking out
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Create a trailer for the game
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Managing a team of junior designers, regularly communicating with other sectors and overseeing the production pipeline
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Create mechanic diagrams
Game Trailer
Overview:
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This project enabled me to see a full small scale development pipeline as well as managing the responsibility of communicating between the departments.
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This was my first taste at designing a race track so consequently I have a better grasp of the design elements that go into making tracks tick. For example, after research I discovered chicane curvature is often used to slow traffic, so I designed a dynamically changing obstacle (a leaking bag of treats) which grows throughout the track, which creates that curvature after a moment of high intensity to slow down the gameplay and provide more pacing variety.
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This project also aided in my organisational skills, from regularly holding Design meetings, to communicating with Tech to see the scope viability of Design decisions.
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In addition, overseeing junior designers meant regularly going through their tasks, providing feedback and having calm discussions.
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Track Design process:
1- Research and analyse racing games and real life tracks
2- Produce a rough map and analyse against findings
3- Iterate a cleaner version that can be applied to a plane in Unreal Engine
4- Block out around the plane
5- Iterate again based off internal and external playtesting feedback
Software used:
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Photoshop
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Excel
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Premier Pro
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Jira
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GitHub
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Unreal Engine 5
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Confluence
Research summary doc:
Work samples:









