Road Rage

Things I've learned and improved upon:
- Multimodal Game Design
- Level Design
- Sound Implementation

    • Level Design, Mechanic Design, Traversal Design
    • Blender, FMOD, Unreal Engine 5, ZIG SIM
    • Saxion University of Applied Sciences
    • April 19, 2024

Road Rage was a school assignment that I took to the next level. The assignment was to create a prototype that would interact with 2 different types of Human Input. My idea was to create a racing game with proximity chat, where the player had to use their microphone to accelerate. This idea was based of of the success in proximity chat that Lethal Company showed.

The Inputs

I’ve made Swimlane Diagrams to translate my concept into actions and create a nice overview of the design.

Microphone Input

Gyroscope Input

The prototype

I started out by testing if gyro controls were achievable in the project timespan. Click Here to view the first prototype. Originally I hadn’t planned on adding a jump functionality, but implementing features with ZigSim seemed to be going well and I figured jumping would add a bit more depth to the game. Since jumping would allow you to keep momentum without accelerating!

After the first prototype I moved on to sound implementation. I wanted to give the player mostly Aural feedback since this would have the most impact on their input. For example, someone speaks louder when listening to loud music, and since my game was all about being loud this would be perfect. You can view the second prototype Here! The music is generated by SunoAI.

The Race Track

Phase 1 – Paper sketch

The Race track started out like all of my other levels, with a paper sketch! I was quite satisfied with the idea, so I moved on pretty quickly.

Phase 2 – Modular pieces

The deadline was quite tight, so I’ve made modular pieces for my race track. The goal was to save time on modelling and graybox, since I could just move parts of the race track like lego’s.

Phase 3 – Final Blockout

After stitching together a race track with the modular pieces I was happy with the blockout! I made the racetrack in record time thanks to the pieces!

Phase 4 – Engine Implementation

I really enjoyed this phase, the ideas kept coming in and it was a blast to create.

I wanted to go for a Modern-Ancient Egypt Theme. I got inspired by Journey and I like to create a Modern touch to it.

This is the final overview of the entire map!

This was my plan for the environment. I wanted to have the points of interest spread out, and visible from multiple angles. This way the player can identity where they are depending on the environment.

Final Result

You can view the playthrough Here. I learned a lot about Map Design by creating a race track that is targeted towards a multimodal game.

Thank you!