HaberDashers

Game Summary

HaberDashers is a console-style arcade (kart) racer for the PC in which players control miniature humanoid inhabitants of an everyday home, racing past outsized household items and through rooms as they compete against human and AI opponents with both driving skills and item pick-ups.

Development Info

  • ​Role: Level Designer

  • Engine: Unreal 4

  • Genre: Racing

  • Team Size: 55 Students

  • Development Time: 4 months

Responsibility

Download

  • Track Design

  • World Building

  • Conveyance

  • Fly-in Camera Control

  • Quality Assurance

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Steam Page​

Project Highlight

Track Design & Build

  • Set gameplay themes (e.g. long drifting, frequent jump) for all three levels and presented design ideas via speed maps.

  • Built the tracks in the bathroom and living room levels by using modular pieces.

  • Designed and implemented coins, pick-ups, and hazards.

  • Supported the metrics team to decide the right scale and modular sets needed.

Bathroom Track
Bathroom Track

Living Room Track
Living Room Track

Kitchen Track
Kitchen Track

Bathroom Track
Bathroom Track

1/3

Environment Build & Conveyance

  • Made the environment surrounding the tracks in the bathroom and living room levels.

  • Decorated the space by cooperating with environment artists.

  • Implemented and placed the conveyance elements such as arrows, railings, and part of lighting.

Bathroom Decoration
Bathroom Decoration

Living Room Decoration 1
Living Room Decoration 1

Living Room Decoration
Living Room Decoration

Bathroom Decoration
Bathroom Decoration

1/3

Spline Research

  • Experimented the spline usage of building tracks and set the assets’ rules during the pre-production period..

  • Used a camera spline to make the overview moment at the beginning of the living room level.

Camera Spline
Camera Spline

Track Spline Research
Track Spline Research

Living Room Decoration
Living Room Decoration

Camera Spline
Camera Spline

1/3

Postermoterm

What Went Well

  • The track design & build process was quite smooth and efficient. The track team had practiced many speed map and the theme of every level was clear and easy to implement.

  • The conveyance in all tracks was clear and easy to recognize. Moreover, all the conveyance elements were easy to maintain by level designers and can be updated quickly when getting new art assets.

  • The environment looked pretty and reasonable. Building blocks and furniture were used to support the tracks which matched the game theme of "little characters in a big world".

What Went Wrong

  • Communication between different disciplines. At the latter half of the development process, the artists were busy with making assets, meanwhile level designers were not clear about what we could get to decorate the room.

  • The first version of the fly-in camera was designed by programmers alone, which made it a little difficult to use. It would be better if we had a pre-discussion before making it.

What I Learned

  • Virtual teamwork. Due to covid-19, the development process was shifted to virtual after the 1st playable milestone. Even in this unique situation, the whole team still achieved a great job in the end.

  • The spline function in UE4. In the beginning, I did the spline research for track building and later for the fly-in camera.