top of page
Level & Environment Designer
HardDriverZ | Unreal Engine 5
Trailer
HardDriverz is an arcade racing game where players can customize their karts to compete through fun, twisty, futuristic tracks that defy gravity. Pick different cool, unique power-ups that will help you get ahead of other racers as you compete to be the fastest racer!
HardDriverZ
My Role: Level Designer
Engine: Unreal Engine 5
Team Size: 50+
Development Time: 16 weeks
Platform: PC, Steam Deck
Average Playtime: 30 minutes
Steam Link: HardDriverz

My Responsibilities
-
Designed and implemented pickups prototype
-
Designed and built island for the circuit track (3rd track) using modular kits​
-
Created decals and materials for the track's conveyance
Island Design
One of the features of HardDriverz's tracks is the island design, which allows players to choose their own routes and experience different racing styles.
As the designer of the Island in the Circuit track, I was responsible for the entire process of this track from Whitebox to final delivery.

I designed the island with two entrances and a shared exit, allowing players to choose from multiple different routes.

​Route 3
A secondary path where players face a higher chance of colliding with obstacles, but are rewarded with more pickups to collect.
​Route 1
Shared Exit
Another secondary path, accessible only through Entrance 2. It is the fastest route, but requires players to leap over a ramp, taking on additional risk.
​Route 2
As the main path, this route carries the lowest risk for players, but offers fewer pickups as a trade-off.
Entrance 1
Entrance 2
Shared Exit
-
Top-down view of the island

Shared Exit
Entrance 2
Entrance 1
-
Island Interior
Pickup Design
As the Pickup Designer, I was responsible for generating ideas and designing pickups for the racetrack. I implemented them using Unreal Engine Blueprints while maintaining close communication with the Artist and Programmer to ensure a successful final delivery.
-
Special Pickup
Hook, our game’s most unique pickup, was my concept.
I also created its first prototype. This item allows players to lock onto an enemy in front of them and pull themselves directly to that enemy’s position.


Hook (later renamed Tractor Beam) Implementation using Blueprint
-
Normal Pickups
In addition, I designed and implemented several other pickups, including a Magnet (not featured in the final game), a Vision Block, and a Speed Boost.

-
Vision Block

-
Speed Up

-
Magnet
I also built a Pickup Management System along with a simple UI to unify and manage all pickups.


-
Pickup Management System
Decals and Materials
Within a very short development cycle, as a Level Designer I also took on part of the art asset production, including decals and terrain materials.
-
Circuit Decal
The track I designed is themed “Circuit.” To make the otherwise plain walls better reflect this theme, I created and implemented circuit board–style decals to decorate and enrich the environment.


-
In-game effect of the decal
In a racing game, surrounding objects should not distract the player’s vision. Therefore, the brightness of the decals and their color contrast with the environment are crucial.
-
Guidance Marker

Guidance markers play an important role on the racetrack. I created a material blueprint with an exposed speed parameter and scalable properties, which was widely applied throughout the project’s tracks.

-
In-game effect of Guidance Marker
bottom of page


