LAB132
PublisherLAB132
RoleTechnical Director
Unreal Engine 5
Platforms
Procedural Generation
In my work on Astral Tracks, I spearheaded the implementation of an advanced procedural generation system designed to elevate the game’s artistic vision while enhancing gameplay variability. Leveraging the concept of Level Instances, I provided artists with a powerful and simple to use toolset that granted them precise control over the aesthetic and thematic nuances of each level. This system autonomously generates a dynamic path within the game world, populating it with a wide array of instances ranging from environmental props to interactive elements.
Modular Gameplay
In Astral Tracks, I implemented a Modular Gameplay system aimed at enhancing code organization and facilitating the creation of diverse gameplay scenarios. This approach effectively decouples the game’s code, allowing for greater flexibility and ease of maintenance. By adopting this modular design philosophy, I enabled the development team to easily set up various gameplay scenarios for testing purposes and swiftly prototype different game modes and menus. This streamlined workflow not only improved the efficiency of the development process but also provided a solid foundation for iterative design and rapid iteration, ultimately contributing to the overall quality and versatility of the game.