
Trackmania
About
Production time
3 weeks
Team size
1 person
Genre
Racing
Roles on this project
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Level Design
Engin and Software

What I did on that project
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Created a track that was hard enough for new player but not too difficult for hardcore player.
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Found what makes a track difficult or not.
List of features
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This track was made symmetrical in order to raise the difficulty of reaction time. This way, the player had to evaluate the track and its possibilities as fast as possible. After trying the track a couple of times, the player can understand that which ever way he takes, the difficulty is the same. In the end the player chooses the way he prefers.
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The other way to create a certain level of difficulty is with the choice of assets. For that track, I played many of the already existing tracks to spot some of the assets and their disposition that I believed was making the track hard. I spotted two particular assets, the vertical u-turn and the jump between thigh gap.
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The other particularity of making a good track was how to guide the player in the right way in a fast and effective way. The first way of doing so was the use of roads that made it easier to take the right turn. Afterwards, because the player is going quite fast, I had to use something less subtle to show the way : the arrow panels.