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Veggy Delivery

Unreal engine | Github | Miro | Words | Illustrator

Production type : School Project​

Production time : March 2025

In this short car game, the player takes on the role of a fruit and vegetable delivery driver whose goal is to deliver their cargo safely. To do this, they must navigate the game's three levels while being careful not to drop their load, mastering the vehicle's physics and avoiding the various obstacles along their path.

Context

Veggy Delivery is the second game I've had the opportunity to work on. In march of my first year, we designed a car game with a 3/4 top view camera. We gathered as a team of 3 game designers and 8 3D artists, working on the project for a month before presenting our production pipeline and final version of the game to a comittee of teachers. This project helped me to gain confidence in my soft skills.

My role on the project

For this project, I worked on several aspects of game design and level design and took the lead on programation, implementing the design inside the engine. 

My contribution on the project

- Playtesting and QA

- programmation of systems and mechanics

​- Design of the obstacles​

- Sign and Feedbacks

- Layout and Blockout of the Level Design

Design of the obstacles

During the production, I was responsible for the design of the obstacles of the game. I needed to create obstacles that the player would encounter. Using a spline, I added moving cars that can hit the player to make him drop his cargo. The choice of the spline made the system really customisable, and made us able to create unique path for each car.

VD - Spline
image.png
VD - Level 1 top view

Layout and Blockout of the level design

For the level design of the project, we decided to divide the game into 3 levels. With the obstacles I had  designed, I first made the layout of the 3 maps on illustrator. My main goal was to make each level more challenging than the last one.

- First Level - Campagn : the player interacts with the game mechanics for the first time. The first section of the level include open spaces and static obstacles to let the player accomodate with the game mechanics such as accelerating, braking and steering.

The second section introduces the player to moving obstacles : a moving tractor and turnstiles. 

- Second Level - Forest :  the player practices the game mechanics and is confronted to more moving obstacles. The static obstacles are in greater numbers throughout the level. The player has to pay attention to timing and gauge acceleration properly to overcome the obstacles.

- Third Level - City :  the player is at ease with the game mechanics. He is faced by many moving cars and he has to carefully maneuver his vehicle to reach the market which stands as the level and game end objective.

Level 1.png
Level 2.png
Level 3.png
Chemin Critique Level 1.png
Chemin Critique Level 2.png

Programmation

I was in charge of programming the game mechanics and systems.

For the player character, we wanted to make the driving itself feel chaotic. We also wanted the car to bounce, as american lowrider cars, on obstacles if approached with high speed. To create this sensation, I used 4 raycasts starting from each wheels and aiming to the ground, each giving a downward force to keep the car up. This way, each wheel can be affected by road bumps individually. To enhance the sensation of chaotic controls, I made steering more difficult if the player is accelerating at the same time.

VD bounce GIF.gif
image.png
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