VFS Final Project

ShredEx

ShredEx is a third-person platforming and racing game where you play as Ed, a delivery robot who is about to be scrapped for parts. To survive, you must grind, jump, and deliver packages while quickly navigating the open world of Quad City.

Overview

ShredEx is a third-person platforming and racing game about a delivery robot trying to survive the open world routes of Quad City.

As Gameplay Designer / Level Designer, I helped turn the project into a readable movement challenge: fast traversal, clear delivery routes, scoring opportunities, and spaces that supported player flow under a six-month Vancouver Film School final project schedule.

My role

  • Defined the core loop and design pillars with the team so movement, delivery, and trick scoring stayed aligned through production.
  • Designed trick scoring, combo, and movement mechanics that gave players more to master than simply reaching the next objective.
  • Used custom Unreal Engine 5 editor tools to build a large-scale world quickly, shaping routes around traversal, flow, and gameplay feel.
  • Kept level design decisions tied to the playable build, adjusting routes and spaces when playtests exposed confusion, dead space, or weak flow.

Design goals

  • Make hoverboard movement feel fast, expressive, and readable inside a large city space.
  • Build routes that helped players understand where to go without making the world feel overly linear.
  • Create score-chasing opportunities through tricks, combos, route choice, and clean execution.
  • Keep ambition realistic enough to deliver a polished final project under strict milestone deadlines.

Design process

  • Started with rough route sketches to map the delivery fantasy, district flow, and major traversal beats before committing to blockout.
  • Blocked out spaces in Unreal Engine 5 to test scale, sightlines, turns, jumps, grind paths, and delivery readability as early as possible.
  • Used playtest feedback to identify confusing routes, dead space, and traversal moments that looked interesting but did not play well.
  • Iterated from sketch to blockout to final spaces, keeping the level focused on readable movement, momentum, and quick decision-making.

Video

Full project video.