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Hyper Rush is an asynchronous multiplayer platformer-racer with an emphasis on high-octane, mastery-driven speedrunning gameplay. Select your character and Orball, then launch onto the track as you Drift, Dive, Wall-Jump and Rush your way through obstacles to reach the goal. Optimise your racing through strategic use of your character's abilities, and set the best times possible across each of the game's unique multi-route tracks!

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Our team was only small when I joined early in development in February 2021, but over time grew to a large 40+ multi-disciplinary team. I took on primary responsibilities of the game's level design, as well as the overall game design, and collaborated extensively cross-discipline to design content of the highest quality. The game's vision shifted radically throughout development and through these experiences I grew significantly as a designer, even having the privilege of mentoring Junior Designers and Graduates in Level Design.

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Please note the content on this page showcases the state of the project as it was shown to the public at Gamescom 2022. This work is not final and may change before release.

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Responsibilities

 

Designing the Tracks - I took ownership of the game's level design, building each tracks from scratch in Unity while guiding the evolution of our in-engine development tools. Early on I greyboxed several rapid prototype tracks to establish design heuristics and guidelines to complement our gameplay mechanics. After this I designed the game's full-scale tracks, using player feedback from internal and external playtests to help guide my design decisions and bring them up to a professional standard.

 

Development of Processes and Tools - Being on the project from its early stages, I had the opportunity to develop and iterate upon various design practices and processes using tools such as Miro and SyncSketch. I createed documentation for each of these processes, which were used across various disciplines in the team. I also worked closely with Programming and Tech Art to design the various tools we used in developing the game's tracks and obstacles.

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Teaming up with other Designers - I was one of two designers starting off on the project, and overtime our design team grew to six. Throughout development we worked together to design the game's mechanics and systems, ensuring they aligned with the Hyper Rush vision. I also had the opportunity to mentor some of our Junior Designers and Graduates in Level Design, collaborating with them to improve the usability of our tools and processes.

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Facilitating Multi-Disciplinary Communication - I frequently organised and coordinated meetings between Design other disciplines, particularly QA, Art and Programming. These allowed the wider team to maintain alignment, and helped ensure the game's tracks maintained a high standard across the board.

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Developer: Mighty Kingdom

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Platforms: PC

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Genre: Platformer-Racer

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Year(s) Developed: 2021-2022

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Roles:

- Game Designer

- Level Designer

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Software Used:

- Unity

- Fork/Github

- Slack/Discord

- Jira

- Miro

- SyncSketch

- Sharepoint

- Adobe Photoshop

- OBS Studio

For more information on Mighty Kingdom, check out their official website!
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