Thrasher
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DESCRIPTION: 

Single player chariot racing game set on an alien planet, supporting ‘vs cpu’ and ‘time trial’.

Client Project for experimental kit surfing-like controller, to used in dedicated installations.

PROJECT DETAILS:

  Team: The Kite Company

  Team Size: 20 people

  Role: Technical Designer, 

 Build Supervisor

  Duration: 2 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: Arcade Racing

RESPONSIBILITIES:

Creating prototypes to test new ideas for game concepts and game mechanics

 Designing and implementing user interface, such as diegetic and non diegetic HUD elements, and menu(s)

 Supervising the status of the build, ensuring a working build is always available, notifying and supporting team mates in the resolution of build breaking events.

 Organising playtesting sessions, collect and analyse feedback data, and present the results back to the team.

 Shooting and editing a trailer for the final product, after creating a shared vision with our Product Owner, who also handled the audio for the trailer.

CHALLENGES

  CLIENT PROJECT

This was my first time working for an external client, which was challenging as we had to learn how to understand what the client wants, and how to communicate with them.

  HOUDINI & FMOD

In this project we had to use external tools such as Houdini and FMOD, which was challenging to us, as we had to figure out how to integrate those tools in our pipeline, and make their content work in our Build.

  CUSTOM CONTROLLER

For the project we had to develop for a custom made Kite Surfing controller based on Arduino.
We were given 3 dev kits, only one of which was actually working, throughout the project the controller broke several times when used, and we had to constantly fix it ourselves.

LEARNING POINTS

  DIEGETIC UI
For this Project I had to implement several Diegetic UI elements, which allowed me to learn about Diegetic UI design, as well as implementation through the use of particles and dynamic materials.

  BUILD PIPELINE

I was responsible for us to have a working Build.
I had to learn how to make the content from Houdini and FMOD work properly in build, as well as making the drivers for the custom controller work there as well.

  UNREAL CINEMATIC TOOLS

I had to take cinematic shoots for our Trailer, which allowed me to learn about the Cinematic tools in Unreal: Cinematic Camera, Cinematic Crane, Cinematic Rail, and the Level Sequencer.

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