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HEX RALLY RACERS

ROLE

Landscape Designer, QA Tester

DESCRIPTION

A 3D arcade racer, where the player plays as one of four witches on one of four brooms, flying through magical environments, collecting ingredients to form potions to hinder your opponents. This section will focus on my work on tracks Portobello Pond and Shroom Shire, as well as give a mention to my QA and bug testing.

DEVELOPMENT TIME

Jan 2022 - Apr 2022

TEAM SIZE

60 People (30 Level Designers)

GAME ENGINE

Unreal Engine 4.2

GENRE

Arcade Racer

PLATFORM

PC | Steam

RESPONSIBILITIES

  • GRAND PRIX 1: TRACK 1 | PORTOBELLO POND

  • GRAND PRIX 2: TRACK 1 | SHROOM SHIRE

  • QA & BALANCE TESTING

GRAND PRIX 1: TRACK 1 | PORTOBELLO POND

  • Was responsible for placing in the hazards, ramps, and environmental props

    • including foliage​

  • In charge of adjusting the MRT to form banks in the track

  • In charge of implementing the ramps and regulating their force

  • Designed the layout and pacing of track with the team

GRAND PRIX 2: TRACK 1 | SHROOM SHIRE

  • In charge of placing the environmental props to give sense of direction

  • Aided in the placement of item pickups

  • In charge of implementing the ramps and regulating their force

  • Designed the layout and pacing of track with the team

QA & BALANCE TESTING

  • Was part of the team who went through each broom combination on each track to collect data on their values

  • Aided in the final balance of pickup items to the rest of the game

  • Did quality assurance in menu flow, trigger boxes, and helped note any game breaking bugs

WHAT WENT WELL:

  • Working together as a group and designing the tracks from start to finish as a group

  • Keeping close communication with the artist on our team for updates on art assets

  • Using Jira to help keep track of tasks throughout each milestone

  • QA: Splitting up tasks between each other in terms of documentation

  • Keeping recordings of our playtests and having them available for others if big changes occur that were unexpected

  • Using MRT to keep the road parts of the track modular and adjustable

EVEN BETTER IF:

  • Us Level Designers communicated to the artist what we wanted clearly

    • and giving the artist time to make said asset​

  • If we stuck to using the given assets more, instead of putting pressure on artist to make new assets

  • Putting more emphasis on the tutorial and UI elements of the game earlier in the process

  • QA: Having an extra person record the playtest sessions in case the main recording becomes corrupted

    • as to not loose data​

WHAT I LEARNED:

  • How to communicate past language barriers with my teammates

  • How to use sub-levels in Unreal 4.2, and MRT

    • As well as the importance of using Perforce with Unreal and keeping entries clear for others to keep track of your work​

  • How to use Jira and log bugs

    • As well as the varying ranges of importance in bugs​​

  • How to work in a large team of people with lots of people in the same discipline 

GALLERY

GAMEPLAY VIDEOS

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