

Level & Design Philosophy
The goal was to let players experiment with movement and find their own routes instead of following one intended path. Because the game was designed for PlayStation 5 and local multiplayer, I built the tracks to support momentum-based shortcuts, risky lines, and physics-driven traversal. This allows skilled players to push the level in ways that feel intentional rather than accidental.
Learn more about my general level design process here.
Level Design
I built the tracks using a blockout-first workflow, focusing early on flow and momentum. Wide downhill slopes, angled edges, bounce-friendly walls, and overlapping vertical sections were used to keep players moving and avoid unnecessary speed loss. The goal was for movement itself to feel like the challenge, rather than constant stopping and restarting.
I designed multiple routes with different levels of difficulty. Some favored safer racing lines and consistency, while others rewarded tighter turns and confident use of the physics system. This gave players room to develop their own preferred routes and encouraged replayability through mastery rather than memorization.
Instead of removing shortcuts, I refined them so they required commitment and skill. By reshaping terrain edges, adjusting wall angles, and repositioning hazards, shortcuts became high-risk, high-reward options. This preserved player freedom while reinforcing meaningful decisions.
I tuned track length, slope angles, and obstacle density to support 60–90 second runs. Calmer sections between more demanding sequences gave players time to recover, read the track ahead, and maintain flow.
Playtesting guided most layout decisions. I watched where players lost speed, which routes they preferred, and where confusion occurred. Changes were based on actual player behavior, improving readability, fairness, and flow across different skill levels.
Learn more about my overall level design process here, or click “Read more” on the images for an in-depth explanation of the design.

Game Design
I was responsible for designing the core gameplay systems, including movement feel, physics behavior, checkpoints, respawn logic, and multiplayer race rules. A key focus was tuning the sliding mechanic to feel expressive while remaining predictable and controllable.
I created and maintained the full Game Design Document, structuring it to support both programmers and artists. Using Milanote, I built a shared design hub where mechanics, references, rules, and implementation details were clearly documented to streamline collaboration and reduce ambiguity.
Playtesting revealed that long ragdoll states and slow recovery disrupted the rhythm of time trials and discouraged risk-taking. I refined recovery timing and respawn behavior so players could quickly regain control and re-engage with the track.
Faster recovery reduced frustration and encouraged experimentation with shortcuts and riskier lines. This supported the game’s focus on mastery while keeping it accessible for less experienced players.
Technical & UX Design
I contributed to HUD layout, menu flow, restart behavior, and feedback systems such as timers and victory screens. The goal was to minimize downtime and keep players focused during high-speed gameplay.
In Blender, I refined track geometry by aligning vertices and smoothing transitions between segments. This removed unintended bumps that disrupted momentum and improved readability at high speeds.
I also resolved issues with restart and checkpoint triggers that sometimes reset players during risky shortcuts. By adjusting trigger placement and camera behavior, resets now occur only when players are clearly out of bounds, improving fairness and player confidence.












