I was tasked with tuning the buggy, the default vehicle made available to all players for Desert Driving. I tuned its suspension to find the right damping ratio, height and preload. I also adjusted the buggy’s torque curve, lateral stiffness, steer angle, friction scale, center of gravity and RPM. Fine-tuning these parameters ensured that the vehicle behaved realistically in the desert environment, providing players with a satisfying driving experience that aligned with their expectations. I maintained a balance between the buggy and other vehicles, encouraging players to explore alternative options.
One of my major contributions to Desert Driving was working closely with our art team to help craft the desert biome. I created design sheets that outlined various features of the environment including architecture, caves, cliffs, sand, foliage and other natural structures unique to the desert biome. Using these sheets as reference, I placed blockout geometry, sculpted dunes, created destructibles and other gameplay elements before environment artists took over. Throughout development of the desert biome, I maintained regular communication with environment artists to help implement assets, playtest and optimize the level. Our work resulted in a captivating setting for players to navigate that enhanced the driving experience.
I also worked with the art team to create the Desert Driving spawn location located towards the center of the biome. I designed both the in-game spawn location and the system that allows players to spawn in or out of Desert Driving. I created design sheets as reference for what the spawn location should look like and documentation for the spawn system. I then used my design to blockout the spawn area before environment artists took over. I used blockout geometry to layout architecture and created the rotating platform, connecting tracks, cave structures and other elements. My design aimed to balance players' initial view of points of interest upon spawning, offering an intriguing glimpse without revealing too much.
Another one of my major contributions to Desert Driving was designing the entire track layout, various track pieces, obstacles and jumps. I created design sheets that outlined these features and used it as reference to build the track in game with splines. These splines allowed for precise control over the track's twists, turns and elevation changes. I provided environment artists with asset lists and worked with them to finalize paths, prop placement and spline meshes. A well designed track layout was important for Desert Driving as it dictated the flow and difficulty of the gameplay. I ensured a balance of adrenaline-pumping straightaways, exhilarating jumps and exciting turns to provide a memorable experience for every player behind the wheel.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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