
PROJECTS OVERVIEW
Ride is to Milestone what Gran Turismo is to Polyphony Digital. Compared to the MotoGP™ series, the Ride series offers a slightly more arcadey gameplay without sacrificing the simulation of its driving model. It boasts a plethora of motorcycles, extensive customization, hundreds of gameplay events and numerous circuits.
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Ride 3 was the second game I worked on at Milestone as a Junior Game Designer, where I supported the team during the final months of production, submission, and post-release phases. For Ride 4, I designed the entire high-level structure of the Career Mode during pre-production and guided and mentored the design team during the final stages of production. Notably, I scripted an Excel tool for the design team to massively speed up the balancing process and established a workflow to automatically export all the data from Excel to Unreal and the game database, allowing the team to balance the whole Career Mode in time for for the original release date.
RIDE 4
ADDITIONAL GAME DESIGNER
RIDE 4 marked an ambitious attempt by Milestone to expand upon the systems of RIDE 3, offering more in-depth customization and a greater variety of bikes and circuits for motorcycle enthusiasts.
While the game was still being conceptualized, I got involved with its development by designing the initial structure of the Career Mode. I defined its high-level structure of events to convey the Game Director's original vision. Towards the final months of development, I rejoined the team to mentor the designers and help balance the hundreds of events in Career Mode. Thanks to my support, the team achieved its goals within the original deadlines.
​​​​​​​​​​​​KEY RESPONSIBILITIES
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Conceptualized the Career Mode, created paper prototypes, and pitched it to the Game Director, following their vision.
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Developed a custom balancing tool using Excel VBA and Python to automate data export from design workbooks to the game’s database and Unreal Engine 4 DataTables. The tool featured an easy-to-use interface and an internal versioning system, streamlining the balancing workflow for 500+ gameplay events for the design team.
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Supervised and mentored three Game Designers working on the RIDE 4 Career Mode.
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Balanced tens of gameplay events for the Career Mode.
RIDE 3
JUNIOR GAME DESIGNER
RIDE 3 was the first entry in the series developed using Unreal Engine 4. The game featured ambitious customization options and a comprehensive Career Mode tailored to various vehicle types.
I began working on RIDE 3 halfway through its development. Since most of the design was already completed, my main tasks involved placing the tracks' gameplay elements, such as respawns, track boundaries, pitlane triggers, and invalidation actors related to the penalty system.
KEY RESPONSIBILITIES
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Placed track elements strictly related to the gameplay in Unreal Engine 4 map editor.
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Maintained and reviewed the design documentation while porting it to Confluence.
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Refined the Ghost Selection algorithm in Time Attack.
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Designed and configured Microsoft's Achievements, Hero Stats and Rich Presences in XDP.
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Designed and configured Sony's Trophies into a Trophy Pack.​​​​
PENALTY SYSTEM​
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Since RIDE 3 had significantly more tracks than MotoGP™18, and these tracks were much larger in size, I redesigned the penalty system to react to players crossing different types of terrain materials. The system functioned as a hybrid, using both track spline borders and terrain materials to detect player positions on the circuit. This redesign allowed us to rapidly reduce the workload on the design team, thereby improving the track design pipeline specifically for RIDE 3.