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TOUCHGRIND BMX 3

Started off as a level design intern in 2023 when

BMX 3 was still being developed and conceptualised. Got the opportunity to help shape the way levels would look, work and play out. During my time I helped form pipelines.

Made the framework and metrics for the Circuit levels through prototyping.

LUMBER TRACK

  • Dressed by Felicia Johansson.

  • First level designed at Illusion Labs

  • Designed and made before steering

  • Challenge was to make it feel fast and intense without the player controlling the speed.

  • Went for a Slopestyle forest level, with crossing paths that had gave the players visibility of each other.

  • Tracks in the trees became a unique track piece for this level.

RIVER RUN

  • Dressed by Felicia Johansson.

  • Wanted to create an adventorous level inspired by mountain trails.

  • Scrapped the original version after feedback and remade it.

  • Made as a single track level, to vary from other levels with splits.

  • Added scripting to the level, adding to the levels' replayability.

    • Falling rock that destroys the bridge.​

      • Not seen by all players and can be discovered later​

    • Log in the water​

      • Adds more movement in the level​

      • Small change to the dressing and propping

THE QUARRY

  • Dressed by Hanne Fridqvist Nimvik.

  • First version was made to prototype Circuit levels, find the fun.

  • Went for a pump track style that became the framework for all Circuit levels in the game.

  • After steering was introduced I remade 70% of the level to still be fun and to work with the camera occlusion.

DEMOLITION DERBY

  • Dressed by Felicia Johansson.

  • Inspired by the warehouse environment in the main menu scene.

  • Made two tracks of eights crossing paths with each other.

  • Increased visibility of other players.

  • Developed my scripting and added "hazards" to the scene

    • Wrecking balls that would crash through walls when triggered, sending bricks flying around the level.

DOWNTOWN DROP

  • Dressed by Assar Wade.

  • Inspired by Red Bulls' fast urban downhill races.

  • Use the environment more for jumps/landings.

  • Play with environment for guiding and fun gameplay.

  • Splits are small Level Loops, instead of a new part of the level.

  • No landscape, better performance.

  • Same biome, but different areas for better mental mapping.

  • Made and used blockout prefabs for scale and metrics to help the graphical department with dressing.

  • Scripted moving cars to get movement in the level. And it's also fun.

SKY RIDER

  • Dressed by Felicia Johansson.

  • Small compact level high in the sky, with the feeling of risk/reward.

  • Made scripts to help me and the artist simulate the world moving. Since the playable area had to be still for performance/gameplay.

    • Rotate object script.

      • Made to be used on any object. Example the clouds.​

    • Buoyancy script.

      • Gives a small floaty feeling to the intro camera and balloons.​

      • Can be used on any object. Example the clouds/balloons.

    • Flying critter Prefab​

      • Made to be used using only 3 meshes that can be changed.​

      • WingFlap script controls speed and can be customized.

    • Used Unity Spline and SplineAnimate​ to create more movement

      • Airplane flying around the tracks.​

      • The ground is moving slowly to give the illusion of flight.

      • Birdflocks containing FlyingCritters to give more depth.

PINE VALLEY

  • Dressed by Assar Wade.

  • Made a blockout to be interpreted visually by the artists.

  • Theme and biomes came from the artist.

  • Began the level with a split, but the players still ride the same track.

  • The dressing/theme played with hot and cold.

    • Anything above a certain height was covered in snow and cold​.​​

    • Anything below it was grassy green and hot.

DESERT FOREST

  • Dressed by Felicia Johansson​ and Hanne Fridqvist Nimvik.

  • Downhill with different biomes and environmental changes.

  • Started with 3 biomes, but cut out the cave part, or the level would be to long.

    • First half is scorching desert.​​​

    • Second half is green and alive with birds and vegetation.

  • River in the beginning meets up at the end like a datum.​

  • Added a Falling Rock

    • More action that keeps the player intrigued. tried unitys particles.​

  • Different flying birds​

    • Level has birds of different sizes to bring life to the level.​

NO MAN´S LAND (CANDYLAND)

  • Wanted to create something more abstract and fun.

  • Inspired by my kids drawing of a Candy Land level.

  • Practiced more technical blockouts.

    • Splines​

    • Animations

    • Triggers

  • Level was to be dressed more realistic for the game.​

  • The Candy Land blockout was saved for future events.

Christoffer Janbris

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