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Tropical Trouble

Winner of 2nd year best audio!

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Hear- hear! A first-ever racing competition is set up by the locals of your hometown! The people of this town not having any experience with racing, their eyes are filled with motivation when catching a glimpse of the medals and trophies given to the quickest racer, thus pushing you all to take your regular vehicles and gear them up for the race!

Tropical Trouble is a playful arcade racing game that brings you through various tropical environments. Race through the tracks while aiming to destroy objects by crashing into them!

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For this 16 weeks long ongoing project, I have concepted one level, designed and implemented the main destructibles feature for Tropical Trouble, along with adding narrative flair to the overall game itself.


When I came into the team, the concept so far in its' 8 weeks of developement was presented to me. It was to be set in Sri Lanka and you'd be racing against AI is everything that was defined thus far.


As Level Designer, I researched into Sri Lanka, and how this looked like. I set up a design document to showcase my paintovers, sketches and height maps I came up with said research.


All of these I compiled into a few different node maps for the potentional map and kept iterating on this until I got one I was satisfied with, and presented this to the team in order to get green lit for implementation.


The implementation itself went through many iterations due to designers changing the vehicle mechanics and player movement up many times, and I kept iterating to fit the current 3Cs as great as possible.


Aside from Level Design, I also implemented the main destructible feature. Proposed by other designers, I broke the feature before the actual implementation within engine using blueprints and Apex destructions.




The quest design was also up to me- and this I did by taking the existing timeline I had created for Child of Lothian and pinpointing which sequence included both the most gameplay and suspenseful story elements just enough to be appropiate for a potentional Demo. I concepted this quest from scratch as well, along with the narrative story elements within this and, of course, the dialogues.


in the first 8 weeks, I learned and found my personal pipelines and work flow on concepting narrative from scratch. The 8 weeks after that, I grew in my skills of quest design concepting and managed to get over 70 dialogue lines within the game for the demo alone so far by concepting this in plain english and translating this to historically accurate scottish through playtesting, feedback and reaching out to actual scots.

MADE WITH

Unreal engine 4

Photoshop

GENRE

Racing game

DOWNLOADS

540+ on itch

TIME SPAN

January 2021

16 weeks


 

This document showcases all the decisions made for LD by me. Starting with the sketches and showcasing the pictures and paint overs the latest version of the level is based of. Playtesting data is showcased, and I tried to come up with an "ideal" player route to take, making sure to place papertrailing elements within this path when I block the track out. This document was not only useful for me, but also showed VA what the intended mood and atmosphere should be like through the numerous reference pictures showcased within.


 

LD DOCUMENT


CONCEPTING PROCESS


DESTRUCTIBLES FEATURE; VISUAL SCRIPTING


 

In this document, I have showcased the exact process I took to reach the blockout stage. Along with this, I have written my conclusions and reflections on the tasks I have finished, trying to decide what the best approach is on creating this level.


 

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