TECHNICAL LEVEL DESIGNER
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
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Dressed by Felicia Johansson.
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First level designed at Illusion Labs
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Designed and made before steering
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Challenge was to make it feel fast and intense without the player controlling the speed.
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Went for a Slopestyle forest level, with crossing paths that had gave the players visibility of each other.
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Tracks in the trees became a unique track piece for this level.
RIVER RUN
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Dressed by Felicia Johansson.
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Wanted to create an adventorous level inspired by mountain trails.
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Scrapped the original version after feedback and remade it.
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Made as a single track level, to vary from other levels with splits.
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Added scripting to the level, adding to the levels' replayability.
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Falling rock that destroys the bridge.
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Not seen by all players and can be discovered later
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Log in the water
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Adds more movement in the level
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Small change to the dressing and propping
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THE QUARRY
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Dressed by Hanne Fridqvist Nimvik.
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First version was made to prototype Circuit levels, find the fun.
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Went for a pump track style that became the framework for all Circuit levels in the game.
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After steering was introduced I remade 70% of the level to still be fun and to work with the camera occlusion.
DEMOLITION DERBY
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Dressed by Felicia Johansson.
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Inspired by the warehouse environment in the main menu scene.
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Made two tracks of eights crossing paths with each other.
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Increased visibility of other players.
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Developed my scripting and added "hazards" to the scene
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Wrecking balls that would crash through walls when triggered, sending bricks flying around the level.
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DOWNTOWN DROP
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Dressed by Assar Wade.
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Inspired by Red Bulls' fast urban downhill races.
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Use the environment more for jumps/landings.
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Play with environment for guiding and fun gameplay.
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Splits are small Level Loops, instead of a new part of the level.
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No landscape, better performance.
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Same biome, but different areas for better mental mapping.
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Made and used blockout prefabs for scale and metrics to help the graphical department with dressing.
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Scripted moving cars to get movement in the level. And it's also fun.
SKY RIDER
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Dressed by Felicia Johansson.
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Small compact level high in the sky, with the feeling of risk/reward.
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Made scripts to help me and the artist simulate the world moving. Since the playable area had to be still for performance/gameplay.
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Rotate object script.
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Made to be used on any object. Example the clouds.
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Buoyancy script.
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Gives a small floaty feeling to the intro camera and balloons.
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Can be used on any object. Example the clouds/balloons.
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Flying critter Prefab
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Made to be used using only 3 meshes that can be changed.
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WingFlap script controls speed and can be customized.
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Used Unity Spline and SplineAnimate to create more movement
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Airplane flying around the tracks.
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The ground is moving slowly to give the illusion of flight.
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Birdflocks containing FlyingCritters to give more depth.
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PINE VALLEY
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Dressed by Assar Wade.
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Made a blockout to be interpreted visually by the artists.
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Theme and biomes came from the artist.
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Began the level with a split, but the players still ride the same track.
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The dressing/theme played with hot and cold.
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Anything above a certain height was covered in snow and cold.
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Anything below it was grassy green and hot.
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DESERT FOREST
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Dressed by Felicia Johansson and Hanne Fridqvist Nimvik.
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Downhill with different biomes and environmental changes.
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Started with 3 biomes, but cut out the cave part, or the level would be to long.
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First half is scorching desert.
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Second half is green and alive with birds and vegetation.
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River in the beginning meets up at the end like a datum.
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Added a Falling Rock
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More action that keeps the player intrigued. tried unitys particles.
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Different flying birds
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Level has birds of different sizes to bring life to the level.
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NO MAN´S LAND (CANDYLAND)
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Wanted to create something more abstract and fun.
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Inspired by my kids drawing of a Candy Land level.
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Practiced more technical blockouts.
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Splines
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Animations
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Triggers
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Level was to be dressed more realistic for the game.
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The Candy Land blockout was saved for future events.