Level Designer
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Hex Rally Racers

For my thesis I made a virtual reality thesis exhibition. I took all of my peers work and put them into a game engine and I made a level for each students work. The goal of the experience was the escape a maze made out of each students thesis exhibition. As if your are stuck in our creative process and trying to escape it.

Hex Rally Racers
3D arcade racing game with broomstick racing, twisting tracks, and potion power-ups.

Project Details
Role: Level Designer, Level Artist
Client: Team Project
Platform: PC, Steam
Tools Used: Unreal Engine, Blueprints
Year: 2022

Team Size: 60

Development Time: Approximately 3 ½ months

Description

Hex Rally Racers is a 3D arcade racing game for PC where players race on flying brooms through wild twisting and turning tracks, combining ingredients to craft potions to be used against other players. Race through six stunning tracks in a chaotic race against seven other witches or against three friends at the same time in a multiplayer split-screen!

Features

  • 8 Characters

  • 6 Tracks across two tours

  • 4 Broom Types

Game Pillars

  • Puzzle Solving

    • Spatial & logical awareness

  • Casual Mobile Gameplay

    • Pickup & put down, short levels, easy-to-understand mechanics/movement

  • Repeating Levels for Completion

    • Replayability to 100% levels, get all the fish, and try different approaches for completion.


Responsibilities

  • I was responsible for working on two tracks. The first was used during preproduction to determine the metrics and integrate our tools into the engine.

  • The second was “Nibmus Towers, “ one of the six shipped tracks.

  • On Nimbus Towers, I was on a team of 4. Early in preproduction, I lead design meetings and worked with my peers to give feedback to our leads. Later on the

  • I was responsible for white boxing, updating and implementing props, decals, and effects around the track.


Nimbus Towers Track

Level summary:

Level Summary

Through the levels I created I focused on reinforces player movement, fish collectables, lever mechanics, one color walls with switch lever sates, laser mechanic, laser redirector, and the laser connector. I also increased the difficulty a bit, and playtest and iterated off the feedback I got from my stake holders and playtesters.

Level Design Goals:

  1. To teach laser mechanics of the game to the player.

  2. Introduce the concept that lasers can kill the player, the player can block the lasers with the lever, the player can redirect the laser using the redirector and that the player has to use the laser to connect it to the laser catcher to open the door.

  3. Introduces the player to the laser, laser redirector, the laser connector, and laser catcher.

  4. Reinforces player movement, fish collectables, and lever mechanics.



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