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RIDE 3

JR. GAME DESIGNER @ MILESTONE
2018 - 2018

PROJECT OVERVIEW

I began working on RIDE 3 halfway its development. Most of the design was already written, therefore I was mainly tasked to work on placing the tracks’ gameplay elements such as respawns, tracks’ boundaries, pitlane triggers, and invalidation actors related to the penalty system.

Specifically, I was assigned to:

  • Place track elements strictly related to the gameplay in Unreal Engine 4 map editor;

  • Maintain and review most of the design documentation;

  • Refine the Ghost Selection algorithm in Time Attack;

  • Design and setup Microsoft's Achievements, Hero Stats and Rich Presences in XDP;

  • Design and setup Sony's Trophies into a Trophy Pack.

PENALTY SYSTEM

Since RIDE 3 had way more tracks than MotoGP™18, while also being much larger in size, I redesigned the penalty system in order to react to the player crossing on different types of terrain materials. The system worked as an hybrid that used both tracks' splines borders and terrain materials to detect the player position on the circuit. With this system we were able to rapidly reduce the workload on the design team, improving the track design pipeline specifically for RIDE 3.

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