SnowPainters
Unreal Engine 4
3 Months
40 Person Team
My Contributions
Track 1 (North Pole):
Led strike team of 4 other designers to develop and implement the first track for Proof of Concept Gameplay milestone
Since it was our first time working with level streaming, we built the track in 5 pieces and connected them at the end. This helped inform how we constructed the other two tracks (by having streamed levels for: landscape, pick ups, track, art, lighting)
Track 2 (Ice Caves):
I was the principal designer on this track. I created the initial paper design, implemented the track, balanced the pick-ups, and fixed collision bugs. I worked with two other designers on this track who primarily handled the aesthetics (landscape and art).
Towards the end of development we ran into an issue with some of the jumps on this track. Players/AI would get stuck on the jump and lose the race because of it or be unable to complete it all together.
- My solution was to re-purpose a tool from early prototyping (a mid air trigger) and mold it to the jumps.
- This allowed us to make the jump smooth without hours of trial-and-error placing collision clips.
- The end product was so effective we ended up using this mid air trigger for all of the jumps in the game!
- See Gallery for an in-editor view of the mid air trigger (the green boxes are collision clips. Prior to using this trigger, this area of landscape was covered in collision boxes!)