HardDriverz

< “Indie Game”; “Unreal Engine 5” >


< HardDriverZ >


< My Role >


< Level Design >

One feature of HardDriverz’s tracks is the island design, which lets players choose different routes and experience varied 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.

Top-down view of the island

…….

Island Interior

< Pickup Design >

As Pickup Designer, 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 >

Tractor Beam (Hook)

our game’s most unique pickup, was my concept.

I created its first prototype. This item lets players lock onto an opponent ahead and pull themselves directly to that position.

Tractor Beam implementation using Blueprint

< Normal Pickups >

In addition, I designed and implemented pickups including Magnet (not in final game), Vision Block, and Speed Boost.

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

< Decals and Materials >

Within a short development cycle, as Level Designer, I also contributed to 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 a racing game, surrounding objects should not distract the player’s vision. Therefore, brightness and contrast of decals were optimized to support clear navigation.

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.

Landscape Material

Based on the textures created by the artists, I developed custom terrain materials for two tracks. Beyond their visual purpose, these materials also enable level designers to clearly mark navigable areas and efficiently paint race paths during track construction.