Level/Multiplayer Designer

IRL

Overview

Interstellar Racing League is a high-speed, 4 player racing experience. Players are racing along gravity-defying tracks through alien planets to compete for the title of the Galaxy’s Best Racer.

Trailer


Environment and Tool designer for 60 Strong Studios

Design Goals

Goal: Utilize preexisting assets to create a Red-Light district that enveloped the track and reduced rendering of world to maintain 60 FPS.

Solution: Achieved using mesh instancing, this reduced the number of draw calls by reducing everything to a blueprint. 

 

 

 

 

Design Goals

Goal: Make sure the track was completely illuminated no matter where the player is in the environment.

Solution: To replicate natural lighting while making sure the track contained no dark areas, one stationary light was set to the same lighting channel as the track, meaning the light source only affected the track and was not affected by other assets. 

Other static lights were used to created perpendicular shadows to the track to achieve the feeling of going fast when the player is driving on the track.

Design Goals

Goal: To illuminate the entire track and make sure there are no dark spots where the player cannot see while driving.

Solution: This was achieved using lighting channels and specifically using one stationary light that only baked the track.

Goal: The objective was to create a dawn like early morning atmosphere that takes place in a desert.

Solution: This was achieved using a modified atmospheric fog that was very low to the ground, meaning it obscured objects in the background. With the third and fourth images, the building is obscured and then cleared based on proximity to the asset. 

Design Goals

Goal: The objective was to make the environment feel like a mars planet. Therefore, dark lighting, red atmosphere, and low fog.

Solution: A customized atmospheric fog was used. A separate stationary light was used on the same lighting channel as the track to retain illumination. 

Goal: Create background environment to provide context for an asteroid field/broken moon. 

Solution: Utilized rock assets and set a rotation component to mimic an orbit. The material for the rocks was a custom material created to calculate the edge of a static mesh and oscillate through the color spectrum over time. 

Goal: Create a boneyard that provided a visual awe moment to the player while racing. 

Solution: Utliizing bone assets, I created a visual piece representing the stomach and body of an alien animal. The player then drives through the rib cage and skull of the beast.