RACING GAME DISCOVERY

RACING GAME DISCOVERY

First experience

First experience

DESCRIPTION

I challenge myself to create a race level concept for a racing game, but I didn't have any experience in that game genre. The challenge was to understand the principle, and this is how I proceed.

ROLE

ROLE

I analysed the Concept of Car sports

I made the Researchs and Documented it

I created the Level Design Documentation according to the researchs

GAME GENRE

GAME GENRE

Racing

DURATION

DURATION

1 Week

TEAM

TEAM

1 people

RESEARCHS

RESEARCHS

First of all, I looked for informations about car sport, I found many sports, Formula, Karting, Rallye…

I looked for the one that matched my vision of what I wanted to do. So I chose Rally.

Before moving on to video games, I stayed with reality and created a table listing the various difficulties: weather, ground surface, road width, turning angle. I also decided to add more arcade-style elements.

GAME BRICKS

GAME BRICKS

GAME BRICKS

I Created Game bricks with mechanics and turning angles.

For each mecanics, I create an icon and use a different color so that even colorblind people can see the difference and work with this documentation.

LEVEL ELEMENTS

LEVEL ELEMENTS

LEVEL ELEMENTS

I combine game bricks in order to turn it into levels elements.

For each Level Elements, I created:
• A scheme of what it's look like
• An estimated difficulty
• A quick description of the Level elements
• A positive/negative point to ancitipate issues


DIFFICULTY CURVE

DIFFICULTY CURVE

DIFFICULTY CURVE

The principle here was to determine the type of difficulty I wanted, and to do that, I created a first version of the curve, and during my layout phase, I try to stick to that curve.

I updated the time between each checkpoints after my layout phase and update the documentation.

LAYOUT

LAYOUT

LAYOUT

Here is the layout i made, It was originally stick to a roadmap that I cannot add.

I add the metrics in this slide. I show all the calculs I made, from the Average speed to the distance.

I made rulers about the metrics that help me to calculate the timing of the race.

About the Level elements, I created optional situations to let the player choose to increase himself the difficulty: take the optional path and spend more time, but gain more points. It's a risk/reward situation.

For the Climax, I was inspired by films, when we can see a car drift around a big elements, and I though that could cool to add a landmark here be a hook element that will stick to the player's experience. It also privide an artistic element.

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