level designer
cONTRIBUTION
MECHANICS, track design, GAME FEEL
As the Lead Level Designer on HardDriverz, I oversaw the development of game mechanics, level design, balancing, and game feel.
Working with the leads and producers, I led a team of 17 designers to produce 3 distinct tracks. Each map had its own design goals, challenging layout, and visual theme.
production and teamwork
Beyond the game itself, my responsibilities included…
Translating the Game Designer’s ideas into mechanics,
Working with the LD Producer to coordinate deliverables, strike teams, and playtests,
And presenting development progress to faculty.
combining directed roads and free roam
Each track in HardDriverz combines standard circuit-style tracks with free roam zones (islands).
For this mix to feel just right, I created a list of design principles each map had to follow:
Pacing: Track structure is Road > Island > Road > Island > etc.
Freedom of choice: The fun aspect of free roam areas is choosing your own path - each island has multiple paths that all lead to the exit.
Conveyance: Each island has a clearly defined entrance and exit so players do not get lost (colored spotlights mark the exit).
SYSTEMS DESIGN: modular part balancing
HardDriverz allows you to mix and match different modular addons for your kart.
I worked closely with the System Designers to ensure that each of the 27 possible builds…
Felt good to use.
Served a particular playstyle.
Didn’t conflict with track design (i.e., a super heavy kart may not be able to complete a jump over a pit).
Balancing involved scheduling several live playtests, gathering data from tester surveys, and balancing addon stats to match desired experiences.
ISLAND ITERATION, cont.
We noticed that many playtesters would get turned-around while roaming the islands and lose their sense of direction. This led to wasted race time spend trying to find the exit.
To mitigate this, we improved the exit’s conveyance by increasing arrow decal/sign density and placing spotlights on either side.
Design Process
designing for high-speed
HardDriverz’s most important design pillar was speed - we wanted our players to feel the thrill of anti-gravity karts streaking around the track. I structured our level design principles to support this goal:
Wide turns: Make turns wide and long so players can anticipate and adjust for them.
Embrace straightaways: Areas without turns create high-moments where players can go full throttle.
Consider air time: High speeds lead to big air time after jumps; ramp placement needed to be intentional and thoroughly tested.
ISLAND ITERATION
In a racing game, “free roam” isn’t actually free roam - players need to be secretly directed. Players should be able to choose their own path but ultimately all arrive at the same location.
We put significant effort into iterating on the layout and feel of the islands to make sure they brought a fresh gameplay experience. Many hours were spent testing ramps, sightlines, and entrance-to-exit times for each path.
gallery
postmortem
(design lead perspective)
What Went Well
Smart reuse of assets: We were able to produce three quality tracks by reusing a small number of obstacles and props. Our Mirror Mode felt unique and produced a new play experience.
Pipeline: Overall, the design pipeline was solid. Our physics and track designs were implemented early, allowing for more iteration and higher shipped quality.
Team roles: Splitting the designers into strike teams (Tracks, Islands, Systems) created a strong workflow. It also gave each designer more agency and freedom in their work.
What needs improvEMENT
Getting Modular Parts in earlier: Due to several UI/UX issues, the modular parts system was implemented very late into development. This created stress on the design team and shrunk our time for iteration.
Modular build identity: The effects of kart customization don’t convey well - most playtesters didn’t notice any changes in their kart’s weight, handling, or speed. This led to most builds feeling similar in practice.
Further track layout refinement: There still exists a few sharp turns and blind jumps in the shipped version. I’d like to revisit these and make them more predictable.
Even Better If…
More track environments: Given the short development time, the team could only produce three environments for our races. With a longer timeframe, the game experience could be improved with additional tracks.
Multiplayer support: For UI/UX reasons, multiplayer was cut from HardDriverz. Many aspects of the game’s design were built with split screen in mind, so they don’t shine as well in a singleplayer scenario.
image credit
Steam Icon: “Steam icon - free download png & SVG | streamline,” streamline, https://www.streamlinehq.com/icons/download/steam--31088 (accessed Jul. 16, 2025).