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The experience I wanted players to have was the thrill of driving a high speed precision dune buggy through a desert environment filled with exciting moments. I focused a lot of my efforts on building the environment to allow for precision driving and to create a beautiful aesthetic that complemented the game. I wanted to give the players 2 ways to play, the level the fast speeder type, or the collector type. Players must collector 100 points to be the level if not come as close as they can to 100 points. I focused my effort into making a believable Egyptian wasteland with the small amount of assets I had at my disposal. Beautiful views across the level across every turn with the dust particle effects. By using those main objects I was able to make the desert feels and views in the level.

Break Down
Level Design

Pyramid Slide

Overview
Motivators
Design

After adding the systems, I looked into how players viewed the level using a lot of different feelings. I wanted players to feel enjoyment and adrenaline  feelings during laps and dodging the scripted moments. Using four scripted moments in key points on the tracks, I was able to give players the feelings I wanted to design. 

Swinging door is my first moment in the level, the simpler moment to dodge. If players go fast enough, they can dodge it, but if players are too slow, they will get hit and be delayed by it.

Falling Monolith is my second moment, this is a one time trigger, it's the fastest track and rewards the highest points.  I only wanted players to use this once since it's 30 seconds and gives 15 points. The reason why I chose to make this a one event trigger was because, it gives the highest points and the shortest track time during game play.

The third moment is the falling pillars. This moment gives an adrenaline rush, as players drive through the lower village track. Players will need to think fast as the pillar falls down. 

The fourth moment is a trigger where the screen shakes and rocks start falling from the cliffs, if the player stalls crossing the road, they risk getting hit by the rocks, causing delays.

The timer and point system was my backbone for the level without those main pillars I don't think the level would be much fun or playable without. 

Timer: The timer sets a main goal for players to speed around fast as they can go without messing up during lap runs.

Point System: The goal is to earn 100 points within 3 laps. Chooses from faster and slower tracks earning higher on the longer tracks and lesser points on the faster.

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