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Crash Course

Crash Course is a multiplayer demolition derby game where you collect power ups and change the cars physics to suit your playstyle and be the last car driving.

Roles

crash course logo.JPG

There were 7 other people creating this game with me and my roles specifically were being the producer and level designer.

Producer

As the producer I created a production plan that the team and myself followed, as well as updated it constantly. Was in communication with my team for any updates, questions, or concerns.

Level Design

As a level designer creating the map was challenging. The map needed to be large enough to have 8 cars driving around, fit the junkyard aesthetic, have nothing be too cramped with objects, and have the map be interactable/flowy.

Screenshot of Map

new map layout.JPG

Duration

We spend 9 weeks building and creating this game. Over those 9 weeks the production plan had to be changed multiple times with things taking longer than expected or some thing were just not possible for us to do being out of scope. 

During this time I learned how to create a map that is enjoyable and can be played in many different ways. One part of the map leads to another and depending on the speed or weight of the car , they can access parts of the map differently from the way some others do.

As a producer I learned how to communicate ideas and concepts to programmers, artists, and sound designers. I learned how to create an accurate timeline and keep things neat and organized to refer back to among many different teams.

With having such a short timeline for the game I had to scope it accordingly while making adjustments to current plan. Some examples of things in the game that had to be adjusted was adding in weapons for the players to use, the original plan was to have weapons they can use for another way to damage other players but throughout the production I realized that implementing it would not be possible if we wanted to have a working game by the deadline. 

Another example are the 3d art asset models, creating breakable objects was very challenging to out modelers and we decided to create the same objects but instead of a hole getting punched through a wall the whole wall moves and breaks instead.

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