Trailer
Project Summary
Description: HardDriverz is an arcade racing game where players can customize their karts to compete through fun, twisty, futuristic tracks that defy gravity. Pick different cool, unique power-ups that will help you get ahead of other racers as you compete to be the fastest racer. Each track is set in one of three different terrains digitally recreated within a packed stadium, filled with eager spectators ready to see who will win the race. The racer can choose how they want to play by customizing how their kart looks. Change their kart’s wheels, spoiler, and engine to adjust the acceleration, handling, and weight abilities. Players can even choose what colors to make their kart and driver.
Team Size: 54 team members
Editor: Unreal Engine 5
Development Time: 4 Month
Mode: Single Player
Time to Complete: 10-15 minutes
Customizable Kart Modular Parts
Game Pillars
Interactive Environment that create dynamic gameplay
Cassette Futurism Style
Boost Pick-up Blueprint
Using Blueprint to implement Pick-ups
Vision Block Pick-up Effect Blueprint
My Roles & Responsibility
Using Blueprint to create obstacles for each track
Designing Pick-ups
Using Blueprint to implement Pick-ups
Using Excel Sheet to balance kart modular part
Postmortem
What Went Well?
Creating interesting obstacles and pick-ups by using Blueprint, all the obstacles are implemented in the tracks.
Effectively communicating with artists and programmers.
Iterating the obstacles and pick-ups based on the feedback.
What Went Wrong?
In the beginning of the development process, there did not have a good communication between the balancing team and programmers who worked on Kart attributes and Modular parts, which made the balancing team cannot adjust the kart attribute in the Unreal Engine to balancing the attributes in the game.
Did not have a clear communication with the lead teams about which obstacles are cut and which obstacles are keep. It made the designers and artists did some work that will not implement in the game.
The kart modular parts are finished 2 weeks before release, which did not provide balancing team enough time to balance each attribute.
What I Learned?
It’s important to figure out the data that the balancing team needs to change for the balancing process, and then tell the programmers as soon as possible when it figured out.
Our obstacle team should check with the lead teams more frequently to make sure the obstacles we created will be used in the track and then communicate with the artists team about the changes.
Since Kart modular parts is one of the game pillars, the team should focus on the Kart modular parts more in the beginning of the development process.
Gallery