Rockin’Derby

What is Rockin’ Derby

Rockin’ Derby is a multiplayer kart racer built in Unity that is played with a special controller, a physical rocking horse, the player has to rock in order to race!

Race Course

  • A single play through consists of multiple laps.

  • Level maintains the horse head shape.

  • Player never has to come to a complete stop.

  • Aiming for 3 to 5 minutes of playtime.

Race Course Evolution

Original shape.

Creating an environment to surround the race track.

Team Project, January 2025 - April 2025

My role

Originally not a member of the founding team, as the sole designer joining the project I was responsible for iterating on the mechanics of the prototype to elevate it into the experience the team dreamed of. While the prototype was a single player time trial game with limited navigation through preset lanes, the vision evolved into the multiplayer kart racing game we released it as.

What I did as a designer

  • Wrote documentation for gameplay mechanics such as items, speed boosts, AI behavior, and obstacles.

  • Researched existing kart racing games.

  • Developed and iterated on the race track.

  • Created a cinematic for the race using Unity’s Cinemachine.

Experience


  • Communication between interdisciplinary roles such as engineers and artists on a team of 13 members.

  • Researched the fundamentals of level design for kart racing game.

  • Worked within level design constraints unique to the project because of the controller’s properties.

  • Designed systems such as item weights (probably of getting each item) based on player position in a race.

  • Created and iterated on the race course for the players using Unity’s terrain and spline tools.

This was my first project working on racing game so I had little starting experience when it came to what made a racing level enjoyable for players. To remedy this I spent a great deal of time early on in the project researching popular kart racers such as Mario Kart and Sonic & All Stars Racing. Taking inspiration from the Mario Kart track Yoshi’s Island I wanted to design a race track in the shape of a horse’s head to go along with the theming of the physical controller. Working heavily with the spline tool in Unity, I created and adjusted many versions of the track. A unique constraint that the researched games never had to contend with was the controller itself. The physical controllers had hard limits on steering that created complications a traditional controller would not have had. For example this made track features like sharp turns extremely difficult for a player to navigate without having to come to a complete stop, not good for a racing game. After working through numerous versions of the race track I then handed the shape off to our team’s environmental artist to polish the shape from my spline art into a proper 3D modeled race course.

Level Goals

Constraints

  • Players cannot perform sharp turns.

  • Playing the game is physically exerting so can’t have extended play time.

  • Level needs to be understandable for players that have never seen it before.

Changing into a multi lap track.

Changing the sharp turns into looped turns.

Adding variations in height.

Final shape before artist polish handoff.


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