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Til Nord

Open-World Snowmobile Driving Game

Achievements

  • Achieving satisfying vehicle feel using Unreal’s PhysX, Physic Asset, and Advanced Vehicle systems
  • Enhancing the driving experience by only changing the camera, to prevent more work for the Level Designers
  • Developing tools to speed up workflow for creating content in an open world.
  • Prototyping various systems including narrative, merchant/shops, predictive landing
  • Implementing and transforming outsourced systems

Narrative System

I made this narrative system that let other designers make dialog appear.

This system included a way of adding functions to the text for designers to trigger certain events in-game while a cutscene is running.

Narrative Functions

Creating a narrative function is made easy by using a string parser for the parameters, and a switch case that is easily expanded upon for other designers to add their own events.

This prototype was later expanded upon by programmers.

Optimizing

Texture Sheet

Using my knowledge of Unreal Engine 4 I made a spreadsheet with all of the textures in our game, and I would sort them by their resolution.

This way we could identify which textures were inhibiting our game’s performance.

Concepting

One-Pager

I used Photoshop to create this one page pitch as part of a team-wide proposal opportunity. The goal was to communicate to the team what they could expect to work on, and why it would gather an audience.

Excel

Excel is a tool that I use to format data into a digestible format.

I also like to make use of VBA or GScript to make applications/macros to make it easier to work with the spreadsheets I create.

These examples range from tools for planning, to keeping track of in-game information.

Flowcharts

I’m also capable of making flowcharts. This example is for when I was design lead, and we were in the prototyping stage. It basically tells you what steps you need to record in what document, and when you should validate your progress with your peers.

Interested? Contact me!