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Summary​

 

Fastival is a multiplayer kart racing game where players can to choose their favorite racer and karts with different features to complete the race on three carnival-themed tracks. Interactive tracks and a variety of pickups make this game stand out among many kart racing games.

  • Role: Level Designer / Environment Art

  • Team Size: 47 People

  • Engine: Unreal Engine 5

  • Development Time: 13 Weeks

Vertical Track

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We hope to add a vertical design to the track so that players can move on a more vertical track, which can increase the fun of play experience in the entire track.

Dynamic Interaction

We hope to add some interactive designs that can change the track structure to enhance the confrontation and uncertainty of multiplayer racing.

Diverse & Smooth

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We hope to provide a variety of play styles while ensuring a fast and smooth racing experience.

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1 Pre-production Research

  • MRT Research​​​​​​

    • I did some research on MRT (Modular Road Tool) and found the way to create a roller coaster track.​

  • Track & Railing Modular

    • I created different width tracks and guardrails for the MRT.

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2 Level (Track) Design

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I am responsible for the level design of Track 1. As the first level that players face after entering the game, I hope that the structure of the track can be interesting and variety enough to attract players to continue playing. Therefore, we designed some wow moment, including:

  • Vertical Ramp

    • Players have the opportunity to perform a cool drift on the gate at the entrance to the carnival.

  • Statue Square​​​

    • ​This is an open area where players can freely choose their movement paths and interact with traps to put pressure on their competitors.

3 Environment Art

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I am responsible for the level art of Track 1 and Track 2, as well as the production of the dynamic grass brush.

  • Level Art

    • In terms of level art, each level has a theme and corresponding wow moments. The theme of the first level is the entrance to the carnival, so I designed the wow moments as a huge ramp track that acts as the gate. The theme of the second level is the interior of the carnival, so I designed a moment where the player can shuttle through the snack street.

  • Dynamic Grass Material

    • ​There are many areas in each level scene that are not filled with art assets. In order to increase the richness of these areas, I made dynamic grass material using virtual texture. This material not only has dynamic shadows that move with the wind, but also changes its color according to the color of the landscape.

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What Went Well

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  • Collaborative process in track team.

  • Keep effective communication with other tracks.

  • Interated rapidly according to the feedback.

  • Workflow improvements.

What Went Wrong

  • Priority issues in aesthetic assets.

  • Miscommunicated with leaders.

  • No clear sub goal for each milestone.

  • Performance assumption

What I Learned

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  • Pipeline in a big team.

  • Keep communicate with team members in other tracks.

  • Figure out the priority of the art assets in the early stage.

  • Use the project management tool effectively.

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