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HardDriverz

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.

Sand

Design Overview

Details

Team Size: 53 Developers

Software: Unreal Engine 5.5

Platform: PC & Steam Deck

Visit the Steam Page

Responsibilities

  • Track Design

  • QA

  • Audio Design

Design
Goals

Unique Track Design

Create a unique track that also had distinction from the other tracks to establish the fun and variety in the player experience.

Promote Different Play Styles

Cater to different player strategies and balance stats by providing opportunities and advantages for the different attributes emphasized through kart selection - weight, handling, acceleration.

Balance Fun & Challenge

Achieve a game experience that felt rewarding and created room for mastery

Design & Implementation

Track Features

I implemented several different features across the Dune track, two of which were the split pipe roads and the loop-de-loop.

  • The pipe roads provided a short-cut and the ability for the player to fly-off and create a 'feel-good' moment

  • I worked alongside two artists to form the loop-de-loop asset and emphasize the feeling of speed in the map

Obstacles

A key part of creating the fun was successfully implementing obstacles into the track that would be challenging and provide a skill check.

  • I used the half pipe assets so the gatcha ball obstacles would continuously roll and give players a small window to dodge them

  • I incorporated the moving robot obstacles as they provided a different challenge in terms of the physical window of opportunity and reaction time

Utilizing Shape and Angle

I used the shape and angle of tracks to target certain play styles and help achieve the overall casual style of play intended. 

  • For curves and bends, I incorporated on-camber track design to ease navigation and traction

  • I also tailored different features of the track to support different kart attributes and strategies, such as a donut-like loop that enabled long drifting

What Went Well

Postmortem

  • Ideation process to brainstorm track elements and see what worked well together

  • Collaborating with teammates to ensure good flow between islands and tracks

  • Creating opportunities that engage with the different kart attributes and associated play style

  • Transitions between track features could be slightly extended to give the player more control

  • Further iteration on the gatcha ball obstacle to create more consistency with designer intentions

What I Learned

  • Comfort in working with splines and making fine-tuned tweaks for smooth road and connection of pieces

  • Balancing the amount of props and focusing on strategic placement to give clear affordances while maintaining aesthetic 

  • How to work on a large-scale project and communicate across disciplines and numerous teams

What Needs Improvement

Gameplay Trailer

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