

HardDriverz
Personal Postmortem
What I Learned…
Being on the Same Wavelength
Working in large teams requires not only strong leadership, but also communication and trust from every member. Luckily, communication and trust were among the strongest aspects of our team throughout the project. Our collaboration felt natural rather than forced, which allowed everyone to comfortably and openly share feedback to catch issues early and often. No team or person is perfect, and while we definitely had some difficult discussions and decisions to make, we were able to come together as a whole to make them for the betterment of the project. As the level design producer, I felt that the design team communicated exceptionally well and adapted quickly to problems with many creative and effective solutions. We were all working together as one unit, rather than as individuals tackling separate tasks.
Harnessing Skepticism into Momentum
Team buy-in is hard, especially with large teams of developers who all have unique ideas that could fit into the game. The initial pitch from our game designer left many members skeptical that the project would work out. Many members pointed out that the scope of the project initially felt “almost impossible to get done” within the allotted timeframe, especially from the design team. I would be remiss to say that I wasn’t with them initially, as the project seemed over-scoped and difficult to pull off at first. However, I trusted the team and their skill sets to get us to the finish line and make something amazing. As production continued and the game began to take shape, confidence in the project and the team behind it grew exponentially, resulting in strong alignment and motivation across the board. I consider this one of the most important lessons for me, as it showed how much team buy-in depends on trust, scope clarity, and consistent progress.
Finding the Fun First
Our pre-production was short, but it allowed us to start figuring out what was fun not only for our players, but also for ourselves. The designers were hard at work researching what makes power-ups, tracks, environments, and hazards enjoyable in the kart racing genre. For us, being able to defy gravity and drive essentially upside down or around unbelievable bends was both intriguing and fun. Establishing these core game mechanics early on gave us ample time to iterate and polish the tracks, driving experience, and power-ups.
Don’t Rely on One Person
One major lesson I learned was not to overload a single team member with too many essential tasks. We ran into this early in production, when many developers were taking on multiple systems that were critical to the game’s success but weren’t shared with anyone else, making them the sole owners. When only one person fully understands a system, it creates bottlenecks and risks if that person gets stuck or becomes unavailable. By spreading responsibilities and knowledge across the team, we made development smoother and ensured that multiple people could step in to fix issues when needed.
Menu's Were Our Achilles Heel
While the team and I had many positive outcomes from this project, menus ended up being our Achilles’ heel. Even though we completed them in the end, they were consistently the hardest part to implement and polish, requiring more time and QA than we had initially anticipated. This struggle directly impacted our ability to include multiplayer functionality, which had to be cut very late in production. The experience reinforced just how deceptively complex seemingly simple systems can be, and how important it is to plan and iterate early, even for parts of a game that seem “basic.”


Game Screenshots

The HardDriverz Team!
The team consisted of artists, level designers, producers, and software developers! We brought together a diverse range of nationalities, interests, and skill sets.


I collaborated with the design and programming teams to develop six pickups:
Speed Trap
Speed Boost
Vision Block
Shield
Oil Spill
Tractor Beam
We iterated throughout the project to ensure they were balanced, intuitive, and aligned with the game’s mechanics, pacing, visual clarity, and gameplay impact.
Pickups In-Game
I created this document and finalized its contents before negotiating them with stakeholders at the start of the sprint.
Alpha Milestone
Presentation Deck
This presentation was compiled by the leads of each discipline, and organized by the producers. We presented to the stakeholders as a team. This presentation occurred at the end of the sprint.
Throughout development, I helped create all milestone pitch decks, using my marketing background to design visually cohesive presentations that aligned with the game’s aesthetic, clearly communicated progress, and reflected the project’s tone, style, and overall vision.


Production Tools I Used During This Project
Jira
Atlassian/Confluence
Perforce
Unreal Engine
Steamworks
Miro
Microsoft Office Suite
Adobe Creative Cloud
Slack
OBS

I worked closely with lead level designer Ian Rodriguez and the level design team to create six unique tracks for HardDriverz, using Miro boards to organize concepts, feedback, and layout iterations.
Regular in-house QA sessions helped us catch issues early, refine gameplay flow, and ensure each track delivered a distinct, polished racing experience.
Set development roadmap and led 20 designers to complete 7 milestones.
Maintained consistent communication with the level design lead to align development priorities, resolve blockers, and ensure milestones met studio goals.
Collaborated closely with fellow producers to synchronize cross-discipline workflows, balance team workloads, and adapt plans to shifting development needs.

As Level Design Producer, my responsibilities included


Game Trailer
Project Overview
Role: Level Design Producer
Duration: February 2025 - May 2025

Engine: Unreal Engine 5
Team Size: 54
HardDriverz is a 3D futuristic arcade racing game for PC where players compete against AI opponents in a fictional racing league to determine the ultimate champion. Customize your character and kart as you race through fun, twisty, gravity-defying tracks, using power-ups to gain an edge over your rivals. Race across six fast-paced tracks in the fight for the championship title! Play for FREE on Steam!







