Sara Svedlund
Summary Junkhill Drifters
Genre
Party Game
Racing Game
Platform
PC
Engine
Unreal Engine 4
Time
4 weeks (2020)
Team Size
12
My Roles
Product Owner
Gameplay Designer
Narrative Designer
Level Desginer
Game Overview Document
Game Concept
Compete in a game of 2-4 players by quickly building your soapbox car to race downhill into the finish line to become the next Junkhill Champion!
2 stages of gameplay - firstly build your car and tackle your friends to steal their car parts, then race it and pick up the boosts along the twisting and turning racing track
REQUIREMENT
Design Pillars Key Features
2 types of Gameplay
First build your car, then bring it to the tacing track!
Lighthearted
A party game that let's join in on the fun and chaos!
Competitive
Compete against your friends to take it all home!
Fast Paced
Keep up, as speed is a big deal in this racing game!
Game Loop Objectives
Build
Desgin your own soap box car with random parts
Race
Race down the crazy track against your friends
Win
Finish the race first,
then play again!
My Contribution Content
Game Design
Narrative Design
Level Design
Project Management Scrum
Scrum Methodology
Every morning we would have a daily stand-up meeting where everyone got to tell the rest of their team what they been doing, what they will do and raise if they got any concerns or need help
Product Owner
As the product owner, I support the team by helping everyone stay on track with our game vision by looking over finished content to make sure it stays coherent and suitable for the final product
Design
3D
2D
Program
We would use post-it notes as our taskboard
Design Details Deep Dive
Gameplay Design
The game happens in two stages, and therefore the gameplay changes completely after the first phase but keeps the same level of intensity
During Building Phase
Types of car parts
During Racing Phase
Carrot Boosters
Will make the player go faster for a limited amount of time
Winners of Building Phase
Gets extra lives depending on which place they ended up at – see table
Keep up!
The leading player controls the camera and if you fall outside of the screen you will lose a health point and respawn again at the next checkpoint
Checkpoint System
Once the player who's in the lead reaches a checkpoint all of the other players will get instantly respawned at that checkpoint
World Design
The world of Junkhill has a large aspect of the cartoony style to it
The people who live here all know of the never-ending competition which echoes over the farmlands as 4 young divers sweep by, or perhaps crashes, their soapbox cars
No matter, the world is alive and very warm and welcoming to all new racers who believe they will take home the Championship
Character Design
Each character has a unique look to them, as they all have their very own color and a funny looking hat to tell them apart
Sticking to our lighthearted design pillar, all of the characters have cute and small so-called chibi inspired looks while wearing their favorite racing suit
Level Blockout
While designing the building phase area we tried out a few different prototypes before settling for one which we think would become the fairest as the car parts will drop down from the middle and each player will have to run up to one another to fight for the parts
Building Phase – Blockouts
Trying out different angles
Building Phase – Level Design Concepts
Collision & Set Dressing
After creating the racetrack level we noticed an issue with the collisions, players would get stuck. We solved this by making all of the materials bouncy. This benefited us in many ways such as now the players can bounce off the railings instead of getting stuck and also bounce into each other for more action while driving
While placing the boosters we thought about how to make them a risk to take for a great reward in return because of the increased speed which the player will receive upon going out of their way to snatch one – perhaps a few in the most difficult turns!
Racing Track Blockout
Final Racing Track