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Interstellar Racing League

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GAMEPLAY TRAILER

GAME SYNOPSIS

Interstellar Racing League is a couch-competitive futuristic racing game for the PC. Players take control of four unique racers to race across four tracks set across the galaxy. They can utilize power-ups on the track to attack other racers or shield themselves. After that, it all comes down to who the best racer is in the galaxy!

Interstellar Racing League was created over the span of 4 months from January to April of 2018 with a team of approximately 60 developers, of which 16 were artists. We worked on the game 3 hours a day, 5 days a week, using agile and scrum practices with 1-2 week long sprints. IRL was developed in Unreal Engine 4, and showcased at an eSports conference called OP LIVE: Dallas on September 22-23, 2018!

INDIVIDUAL WORK

-          Environment Artist / QA Tester

-          Responsible for Pre-Production environment concepting and ideation

-          Responsible for environment art asset creation

-          Responsible for QA testing the game and logging bugs into JIRA

-          Consulted on the art style guide

The screenshots below include brief descriptions of my contribution to that environment.

GAME SCREENSHOTS

POST MORTEM - TEAM

What Went Well:

-          We get the opportunity to show this off to a wide audience for the first time in Team Game Production 2 history

-          Peer evals were super helpful, especially one on one feedback with leads/executives

-          Being flexible in strike teams for milestones

-          Game Designer check-ins gave the feeling of inclusiveness in design decisions

What Went Wrong:

-         Feature creep and not being able to spend a proper amount of time on the game (other classes)

-          The Lead Artist and Lead Designer roles weren’t properly filled, didn’t provide clear vision across team leads

-          Agile development process turned into waterfall development at times, didn’t iterate as much

-          Two way Game Design communication (bottom up and top down communication)

What We Learned (Even Better Ifs):

-          More specific peer evaluations with actionable feedback, be more candid about teammate’s work

-          Read, follow, and update documentation so everyone is on the same page

-          Group critiques are necessary to maintain quality and vision of the game

-          Strike teams for prototypes to test potential without wasting too many man hours

-          Constantly be checking the game’s quality, and speak up when it doesn’t meet quality

POST MORTEM - INDIVIDUAL

What Went Well:

-          Almost always had something to be working on, whether it was assigned to me by the lead or if I went to the lead with an idea for something I could work on that could benefit the team

-          Was happy to fill a pivotal 3D modeling role for the team by creating a majority of the 3D environment assets

-          There was a lot of freedom in the beginning to pitch ideas for the game, and I had a few about environment concepts we could try to do

What Went Wrong:

-          Based on team feedback, I should’ve spent more time on finishing assets from start to finish instead of jumping to different assets through lead artist’s direction

-          Open communication between artists and level designers could’ve occurred sooner

-          Had a hard time trusting someone else to take my work and turn it into a final asset

-          Didn’t work in engine as much as I probably should have, and could learn more about using the engine

What I Learned (Even Better If):

-          Learned how to work with a big team of artists with different styles, and how to make them more cohesive

-          Learned the importance of peer evals and how to write effective ones for my peers and how to take my own peer evals and work towards bettering myself with them

-          Learned over time to talk more with designers about how they plan to use my art assets