Unreal Engine 5
Hamsterballin'
Steam Page
Hamsterballin’ is a multiplayer, physics-based arcade racing game where players roll, bounce, and race through imaginative toy-themed tracks, using momentum, shortcuts, and chaotic power-ups to outmaneuver opponents and reach the finish line first.
Design Focus: Game Design, Level Design
Engine: Unreal Engine 5
Development: 5 months
Team Size: 43 developers
Design
Design tracks with hidden shortcuts and alternate routes that reward experimentation, allowing players to discover faster strategies and improve their times through repeated play.

Skill Expression & Replayability

Dynamic Track Experiences
Use unconventional track elements like Ribbon Road to make the environment itself part of the gameplay and give individual tracks a distinct identity.


Competitive Player Interaction
Create mechanics and track layouts that encourage players to directly interact, disrupt one another, and create memorable moments during races.
Playful Power-Up Interactions
Create power-ups with clear individual purposes while allowing them to interact with other mechanics in interesting and strategically meaningful ways.
Successes
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Worked effectively across disciplines, collaborating with programmers, artists, and other designers to prototype, implement, and iterate on gameplay features throughout development.
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Used Blueprint and math skills to rapidly prototype mechanics such as Ribbon Road, allowing ideas to be tested in-engine before committing additional development resources.
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Supported multiple track teams by helping implement and troubleshoot shared race logic, ensuring designers could reliably integrate core racing systems into their individual tracks.
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Designed and iterated on gameplay mechanics that interacted with existing systems, including the Shield Power-Up, Gacha Balls, and track elements, while accounting for their impact on the wider racing experience.
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Designed and iterated on two race tracks, using playtesting to refine track flow, readability, shortcuts, and opportunities for player skill expression.
Challenges
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A compressed development schedule limited the amount of time available for final polish and iteration, requiring careful prioritization of the changes that would have the greatest impact on the player experience.
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Working across multiple track teams introduced different implementation needs and edge cases, requiring shared systems to remain flexible while still behaving consistently across the game.
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Some mechanics required significant experimentation before reaching their final form, making it important to prototype quickly and identify unsuccessful approaches without consuming unnecessary production time.
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Balancing feature development with track responsibilities created competing priorities, particularly near milestones when both gameplay systems and level content required iteration.
Key Takeaways
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Rapid prototyping is most valuable when paired with technical implementation skills, allowing design ideas to be evaluated in-engine before significant production time is committed to them.
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Shared gameplay systems should be established and validated across different use cases early, especially when multiple teams depend on the same underlying functionality.
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When development time is limited, prioritize polish around the mechanics and moments players interact with most rather than attempting to improve every part of the experience equally.
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Cross-disciplinary communication is essential when designing interconnected systems, and involving the relevant disciplines early makes it easier to identify technical constraints, iterate quickly, and arrive at stronger solutions.
Trailer
what i accomplished
my Role
Technical Designer


Game Design
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Designed core functionality for the Shield Power-Up, including interactions with the D20 and Bomb power-ups.
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Designed the mechanic for smashing Gacha Balls during gameplay.
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Prototyped and designed Ribbon Road, a unique cornerstone track piece featuring a wavy, flowing roadway that dynamically changes the driving surface.
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Collaborated with the team to prototype, test, and iterate on mechanics based on gameplay needs and player feedback.




Level Design
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Designed and iterated on two of three multiplayer race tracks, refining layouts through playtesting and feedback.
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Developed track flow, obstacles, and gameplay moments to support competitive racing and player interaction.
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Iterated on pacing, readability, and difficulty to create tracks that were easy to understand but rewarding to master.



