Explore a few proud works during development of MX vs. ATV Legends,
during my professional career at Rainbow Studios / THQ Nordic
Made with Unreal Engine 4.
Shipped on:
PC (Steam + Steam Deck)
XBOX One, Series S | X
PlayStation 4, 5
* Pen and Paper Designs to establish track layout provided
* Scaled Environment to feel more dynamic with vehicles speed and control
* Designed new on-track elements
* Placed trackside-objects for gameplay dynamics and narrative via Freeride, National, Time Trial
* Established player goals, decals, and racing flow (Start, Holeshot, and Finish of race)
* Worked on improving Freeride features (added ramps and other interactive dynamic elements)
* Worked on AI Navigation
During development of the Pro Motocross DLC for 2023, I was mainly focused in 2023 Unadilla's track release; creating the gameplay environment design from constructing a paper design document, establishing the scale of the landscape, creating new gameplay features-- specifically new track elements for players to experience and enjoy.
When I initially scaled the map, getting all the pieces together to look nearly identical from previous work was a lot of effort to preserve most of the details from the previous map of 2022. Many months of work was done on this map to get it into a 'ship-ready' state after receiving many feedback loops from working with my team leads, and the production overall was great experience.
This work could not have been possible without the the help of my amazing team members that worked on this project with me. I greatly appreciate all the effort in collaborating and finalizing this product for release.
* Concept and Prototype iterations in Production
* Block-outs / Grey-boxing Gameplay Features
* Designed track path National 01 'SlayRide'
* Designed Freestyle 'FMX' Area
* Placed trackside-objects for gameplay dynamics and narrative via Freeride, National, Time Trial
* Established player goals, and racing flow for National 01 'SlayRide' (Start, Holeshot, and Finish of race)
When working on SlayGround, I wanted to really focus on 'FMX', "Freestyle Motocross" because, FMX is a core pillar to SlayGround; location and owner, Axell Hodges. FMX contains motocross elements such as jumps for the quarter-pipe, which I prototyped a rough block out of the environment to test and showcase the potential the compound space encapsulated.
Also before any in engine work began I worked on a few top-down concept ideas (drawings of the FMX content such as the Wall-Ride sign, and the 9 quarter-pipe jumps to send huge transfers and many tricks the player can do to have fun while scoring points for their reward. The FMX area was designed to be in the upper half of the landscape, where the lower half was designated for the 2 national track designs.
When designing SlayGround, my focus was 'FMX', and two unique National tracks. I made a lot of iterations within the designs. And throughout development, I learned how content and feature designs goes through a lot of iteration and changes overtime.
Iterations consisted of design re-work because I did not have a clear reference of the entire compound area, so I had to gamify some elements on the lower region where the 2 national tracks were.
During development of SlayGround, I wanted the levels and map to feel unique in their own way. I worked on many iterations and prototypes for how the level would play and feel between the two tracks designed and freestyle area.
Starting with the ideation and prototyping phase, unlike the previous tracks I worked on-- this environment had to be built from scratch. I designed a top-down layout of the compound including the FMX area, and 2 national tracks.
* Designed track path
* Placed trackside-objects for gameplay dynamics and narrative via Freeride, National, Time Trial
* Established player goals, decals, and racing flow (Start, Holeshot, and Finish of race)
* Worked on AI Navigation
My main contribution for Rattlesnake Sweep was designing the track path. And I was able to get the level established quickly, learned how to work with AI and the tools within my first week of employment at Rainbow Studios. And I used my racing knowledge to design a simple circuit loop that's 'short track' inspired.
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