Game Design & Systems Design
Unreal 5 | PC | arcade racer | singleplayer
high-level design goal:
fun & balanced arcade racer gameplay
execution
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 should be Road > Island > Road > Island > Road.
Freedom of choice: The fun aspect of free roam areas is choosing your own path - each island should have multiple paths that all lead to the exit.
Conveyance: Each island needed to have a clear entrance and exit so that players do not get lost (colored spotlights mark the exit).
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.
gallery
postmortem
(design perspective)
What Went Well
Smart reuse of assets: We were able to produce six 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. From prototype to finished product, our pickups, obstacles, and track designs were implemented early, allowing for more iteration and higher shipped quality.
Team roles: The break-up of the design team into strike teams (Tracks, Islands, Obstacles + Pickups + 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.
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 could be raised to another level with additional tracks.
Multiplayer support: For similar 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).