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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.

IRL_LaunchIcon_02.png

Game Trailer

Screenshots

Click to enlarge

ScreenShot_GamePlay_Skyline_169_02.jpg
ScreenShot_GamePlay_FallenCity_169_01.jp

Development Information

SFX Artist

  • Initial art liaison to the Special Effects Team

    • Assisted with initial research and development of early versions of effect-specific models and textures.

    • Created a document that communicated the use and implementation of an effect used throughout the game to the entire studio.

  • Worked primarily with the UI/HUD/Menu team.

  • Responsible for most in-engine HUD and menu animations.

  • Responsible for most gameplay specific iconography.

  • Heavily involved in branding/marketing materials.

    • Responsible for designing and creating the 60 Strong Studios logo.

    • Responsible for designing and creating the IRL game logo.

    • Responsible for animating and editing the splash videos.

    • Responsible for editing and creating the final game trailer.

  • Assisted in the in-engine placement and adjustment of HUD and menu assets.

  • 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

HUD_ReadyGO.gif

Race finish

HUD_Finish_Initial.gif

Other Animation

Main menu background

MENUS_BaseBG.gif

Team splash animation

TeamSplash_01.gif

Logo Designs

Iconography

Post Mortem

What Went Well

  • Very proud of the final product.

  • Found ways to be productive no matter where I was placed on the team.

  • Was able to use my animation and graphic design background on logos, icons, and menu/HUD animations.

  • Was able to try lots of new things and work in new systems.

What Went Wrong

  • My personal position on the team changed frequently; there was never a sense of belonging to any one feature team.

  • Team organization and leadership could have been much better; everyone’s inexperience showed at times.

  • I did not have many opportunities to work in-engine outside of the menu/HUD editor

  • Communication was not very consistent.

What I Learned

  • The importance of being quiet and just trying to figure out how to do things on your own even when you feel overwhelmed.

  • A better balance between remaining in your place in the hierarchy while still being assertive in acquiring tasks to help the team

  • When in doubt, play the current build.

  • Flexibility is extremely important, and a rigid mindset helps no one.

  • Do not be afraid of trying to learn a task in another discipline. It will only help you and your team overall.

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