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.
Media
Game screenshots