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Unreal Engine 5

Hamsterballin'

Steam Page

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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

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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.

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Skill Expression & Replayability

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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.

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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

  • Worked effectively across disciplines, collaborating with programmers, artists, and other designers to prototype, implement, and iterate on gameplay features throughout development.

  • 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.

  • Supported multiple track teams by helping implement and troubleshoot shared race logic, ensuring designers could reliably integrate core racing systems into their individual tracks.

  • 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.

  • Designed and iterated on two race tracks, using playtesting to refine track flow, readability, shortcuts, and opportunities for player skill expression.

Challenges

  • 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.

  • 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.

  • 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.

  • Balancing feature development with track responsibilities created competing priorities, particularly near milestones when both gameplay systems and level content required iteration.

Key Takeaways

  • 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.

  • Shared gameplay systems should be established and validated across different use cases early, especially when multiple teams depend on the same underlying functionality.

  • 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.

  • 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

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Game Design

  • Designed core functionality for the Shield Power-Up, including interactions with the D20 and Bomb power-ups.

  • Designed the mechanic for smashing Gacha Balls during gameplay.

  • Prototyped and designed Ribbon Road, a unique cornerstone track piece featuring a wavy, flowing roadway that dynamically changes the driving surface.

  • Collaborated with the team to prototype, test, and iterate on mechanics based on gameplay needs and player feedback.

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Level Design

  • Designed and iterated on two of three multiplayer race tracks, refining layouts through playtesting and feedback.

  • Developed track flow, obstacles, and gameplay moments to support competitive racing and player interaction.

  • Iterated on pacing, readability, and difficulty to create tracks that were easy to understand but rewarding to master.

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