Interstellar
Racing League
Interstellar Racing League is a high-speed, four-player racing experience. Players are racing along gravity-defying tracks through alien planets to compete for the title of the Galaxy’s Best Racer.
This game was developed as part of the Team Game Production 2/3 class at SMU Guildhall.
Game Trailer
Screenshots
Click to enlarge
Development Information
SFX Artist
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Initial art liaison to the Special Effects Team
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Assisted with initial research and development of early versions of effect-specific models and textures.
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Created a document that communicated the use and implementation of an effect used throughout the game to the entire studio.
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Worked primarily with the UI/HUD/Menu team.
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Responsible for most in-engine HUD and menu animations.
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Responsible for most gameplay specific iconography.
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Heavily involved in branding/marketing materials.
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Responsible for designing and creating the 60 Strong Studios logo.
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Responsible for designing and creating the IRL game logo.
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Responsible for animating and editing the splash videos.
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Responsible for editing and creating the final game trailer.
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Assisted in the in-engine placement and adjustment of HUD and menu assets.
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Assisted in the creation of various minor menu assets.
HUD Animation
Power pickup animation; used for all pickups in the game.
Power usage animation; used for all pickups in the game.
Race start
Race finish
Other Animation
Main menu background
Team splash animation
Logo Designs
Iconography
Post Mortem
What Went Well
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Very proud of the final product.
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Found ways to be productive no matter where I was placed on the team.
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Was able to use my animation and graphic design background on logos, icons, and menu/HUD animations.
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Was able to try lots of new things and work in new systems.
What Went Wrong
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My personal position on the team changed frequently; there was never a sense of belonging to any one feature team.
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Team organization and leadership could have been much better; everyone’s inexperience showed at times.
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I did not have many opportunities to work in-engine outside of the menu/HUD editor
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Communication was not very consistent.
What I Learned
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The importance of being quiet and just trying to figure out how to do things on your own even when you feel overwhelmed.
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A better balance between remaining in your place in the hierarchy while still being assertive in acquiring tasks to help the team
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When in doubt, play the current build.
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Flexibility is extremely important, and a rigid mindset helps no one.
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Do not be afraid of trying to learn a task in another discipline. It will only help you and your team overall.