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Role

Design Lead

Team Size

20

Project Link

Length Of Development

11th March 2024 - 17th May 2024

Genre

Driving

Software

UE5, GitHub, Photoshop, JIRA, Word, Excel, Teams, Blender

Trailer & Walkthrough

Project Overview

Highway Code is an arcade-like, chaotic two-player 1930s mafia themed delivery driving game and the main objective is to out-deliver the other player. It draws inspirations from Crazy Taxi and The Simpsons: Hit & Run.

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My responsibilities included designing core gameplay systems such as the game end conditions, the three Cs, the world manager, the world states and the power-ups.

Key Contributions

  • I contributed to gameplay influences for the core gameplay mechanics and the core game loop.

  • I created research images of some of the most important design features of the game (navigation, elevation, police behaviour, power up items) - I looked into games that had approaches that were varied from one another and were reputable.

Design Considerations

  • The camera and vehicle diagrams were made with the research I done into both how they work in popular arcade-like driving games (Crazy Taxi, Midtown Madness) and how players felt about them (Reddit, gaming forums).

  • The controls altered over time due to a combination of user feedback and changes in the direction of the game.

Camera, Character & Controls

  • The function of the world manager changed over time mainly due to player feedback.

  • This also affected the world states with many of them either being converted into power-ups or scrapped altogether. Some that remained include exploding roadworks, falling bombs and inverted controls due to the positive feedback they received during playtesting.

World Manager & State Diagrams

  • I implemented most of the power-ups the design team came up with into Unreal.

  • I made the models for the boot and hook power-ups in Blender.

  • I also used material blueprints for the smoke screen and flash bang power ups.

  • Rocket League was a source for some of the power-ups I came up with (boot, hook, power hit).

Power Ups Implementation

  • I volunteered to make the shader with the aim of enhancing the game's 1930s art style.

  • I combined different material instances to help achieve this desired effect.

  • Cuphead was a major inspiration for this - particularly the grainy effect it has throughout the game.

Shader Implementation

  • I implemented a UI system that could detect both controller and keyboard & mouse inputs.

  • This was a solution we felt best addressed the issue of some players wanting to use a controller to play but being unable to use it in the menus that didn't negatively affect the keyboard & mouse players.

Controller Inputs for Menus

  • This video showcases the UI system - when the inactive buttons go transparent it's the controller in use and when they're all opaque it's keyboard and mouse.

  • I was unable to get this system fully functioning on time as there was a bug with the controller inputs that I couldn't fix.

Post-Mortem

What went well?

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  • I took on my first leadership role, effectively coordinating between design, production and technical departments.

  • I maintained strong team chemistry that helped contribute to a cohesive and enjoyable final game experience.

  • I produced high-quality design work, implementing several key gameplay systems and mechanics that defined the game’s feel.

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What didn't go well?

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  • I encountered communication breakdowns and conflicts within the design team, leading to a change in leadership roles.

  • I struggled with task management and Jira upkeep, particularly during periods of maintenance issues.

  • I faced challenges adapting to frequent project changes, which occasionally disrupted workflow and planning.

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What did I learn?

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  • How to lead a design team effectively, managing communication and collaboration across multiple disciplines.

  • The importance of consistent task management and maintaining structure even during technical or organizational setbacks.

  • How to remain adaptable and solution-focused when navigating shifting project goals and interpersonal challenges.

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Design Considerations

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