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Hex Rally Racers
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Trailer
Trailer
Details
Details
My Role: Lead Level Designer
About: Hex Rally Racers is a 3D kart racing game where witches ride around on brooms through magical environments and combine different ingredients to make unique spells.
Software: Unreal Engine 4
Total Production Time: 4 Months
Release Date: May 20, 2022
Platform: PC
Download:
Hex Rally Racers on Steam
Resposibilties
Responsibilities
Lead Level Designer
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Led a team of 29 designers to create a kart racing game in 4 months
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Identified the method / pipeline of track construction
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Had final say on track design decisions
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Helped manage the product backlog, communicated with stakeholders. and ensured the teams stayed productive, efficient, and valued
Team Managment
At the SMU Guildhall, I was chosen by faculty to lead all 29 designers in our cohort for a kart racing game.
Some of my contributions included:
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Splitting the group into designated teams
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Continually finding productive work​ for the designers
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Clarifying technical concerns / questions
This experience allowed me to understand level design from a managerial viewpoint - and work cross-discipline to deliver a fun AND functional product in time for release.
Our team of 29 designers after launch
Track Construction
As Lead Level Designer, my #1 priority was the construction of the tracks that players would ride around in.
These responsibilities included:
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Delivering engaging levels that felt unique from each other
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Ensuring quality in construction (minimizing bugs)
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Determining the methods / pipelines of track construction
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Establishing consistent conveyance techniques
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Ensuring the standardized aesthetic for the tracks
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This experience gave me great insight into efficiency as a level designer. I learned firsthand the importance of establishing early pipelines, communication and documentation among peers, and developing a technical prowess in Unreal.
Before and After of the track: "Portobello Pond"
Meeting Deadlines
Our team was tasked with the lofty goal of making a racing game completely from scratch - in less than a semester. We decided that we could develop 6 unique tracks, 4 balanced karts, and 10 pickups with vastly different abilities.
This required me to:
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Establish strict milestones for "mini deliverables" from the various teams (Whitebox, 1st Playable, Aesthetics Pass, etc)
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Continually prioritize, evaluate, and adjust goals as necessary for the delivery of the product
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Have a consistent method of playtests / feedback to iterate on the tracks and pickups as much as possible
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While this process was far from easy, it affirmed to me the importance of foresight and organization as a level designer. It was an incredibly rewarding experience that has given me the confidence to create fun levels at any pace necessary.
Our team calendar, color-coded by department
Retrospective
Retrospective
What Went Well:
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Shipped the title
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Unique take on the kart racing genre
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Adjusted well to uncertainty
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6 unique tracks - most in Guildhall history
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More resources devoted to QA early on
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The level designer-to-artist pipeline
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Learning curve of core mechanics was too steep (a tutorial could fix this)
What Needs Improvement:
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Importance of modular elements for all levels
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Understanding of designer responsibilities from a management viewpoint
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Prioritization of functionality, fun gameplay, and stakeholder expectations - all within context
What I Learned:
Gameplay
Gameplay
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