The Car
The main problem was how to adapt Unreal Engine 5's Chaos vehicle system designed for realistic cars to create an arcade car.
The team wanted to craft an open world driving experience similar to the games 'Need for Speed Most Wanted' and 'Burnout'.
Researching and playing these games, I decided on some mechanics to utilise and tweaked the cars parameters to get it closer to the team's goal.
The car needed to have abilities or function as player's of racing/driving games have come to expect, such as a boost and a drift.
This led to the next issue, how should the player get access to these mechanics by default or are they unlockable?
The team wanted to include a narrative that the car had an AI inside it. I questioned how I could utilise this idea into being both enjoyable and helpful for the player.
I created two UI elements, one for the number plate and another emoticon which appears on the back of the car. Both of these will display different properties based on the player's actions.
I added additional sounds and effects to help give the AI personality.
The sense of speed was another issue that needed to be addressed in conjunction with the AI. I decided on having a spoiler animate when the player reaches a certain speed. This allowed the player to have a visual cue on their actions.
Story and Level Structure
The team also wanted to embed a story that when the player cleared certain missions and objectives the world would change.
I had to create a scenario that would fit the intended goals of the team and be engaging for the player.
In addition, create an experience where the player would immediately be driving and have something to accomplish and whilst giving them enough space and environmental set pieces to gaze upon as they made their way to the city.
The next problem was getting something to occur in the main world after doing something inside another level.
This led to new sections of the world map unlocking, by completing other objectives such as races. The primary target for the demo was to have a bridge appear after winning a race in the past.
Engine and Optimisations
The demo needed to run smoothly at 60fps in HD. To optimise this I looked into material draw calls and optimisation, VFX and lighting optimisation, Nanite and data layers sectioning segments to load and unload when required.