Pedal to the Metal

A short third-person racer, a QUT project, where the goal is to race against the clock and make it to the finish line. Designed solo over an 8 week timeframe and finished on 30/10/2022.

Pedal to the Metal puts the player into the driver's seat of their very own drift car, which they can drift around the mountain landscape going up and downhill. The player needs to reach checkpoints to gain extra time on their clock, and after three laps, they win! It's important not to run out of time, or wreck your car, since that will lose you the game. Luckily, there are pickups featured to help prevent these, such as a med kit to refill your health, and a nitrous booster for a temporary speed boost. There's plenty of immersive sound effects and sick rock music to keep the player engaged!

Roles & Responsibilities

Game Designer

There was a lot of effort put into get mechanics like the drifting, pickups and win/lose conditions to work which took a while to implement

Level Designer

I believe I did great on the level design, including the twists and turns, but also the textures and models to create a realistic experience

UI Designer

Fairly easy to get things to work, though this was my first time creating a main menu cinematic, which was very fun!

Sound Designer

Sound design was fun as well, since it gave the game so much more life and it gave it more of an arcade feel overall

Skills Used

Unreal 5/Blueprints

This was my first game developed using Unreal Engine, so I stuck with learning how Blueprints work, rather than C++. Though I prefer blueprints over C# in Unity, my overall experience with Unreal was a negative one, due to the long setup times, numerous errors and limited community forums for guidance. However, I tried my best learning a new engine, though I wish the game was more polished.

Problem Solving

Designing a game using Unreal Engine 5 was very challenging, since my tutors couldn't help with my numerous errors. I had to cut large chunks out of the final game, them being a mobile platform, and AI. I focused my attention on the more important mechanics and spent half of my development time fixing engine problems.

Download & Play!