SEAR

This game is currently in development for Temerity Games. The game is a high octane music focused grav racer, complete with: beat drifting, timed music events for both the player and the environment, turbo pickups, phased levels, and so much more.

Link To Itch.IO

SEAR is about so much more than racing. Each level is hand crafted with extreme care. Levels are created with several sub-sections or "phases". Each phase corresponds to a part of the song associated to it. This means that you may be driving on a track floating in the sky for the intro bars, gliding through an icy cave for the breakdown, and then traversing an open plane littered with craters for the chorus. This game is all about the lovechild that combining music and racing creates.

I was brought on to work on level design in May of 2025. Since then, I have also been provided multiple systems to create from scratch as well.

Levels:

Last Days (6 Phases)

Escape Korus (3 Phases)

Systems:

Dynamic Tutorial System : Fed by a data table and coordinated further by music led events using Quartz. Utilizes the Dynamic Controller Widget to show players what buttons to push.

Dynamic Controller Widget: This widget is the hub for allowing the player to identify and input their own controller mappings, as well as the way for us developers to teach them how to play the game.

Boost Pad Multiplier System: Fairly simple system that allows the player to increase the boost power they receive from boost pads if multiple are hit in a row within a certain timeframe.

The biggest thing I have learned from working on SEAR, and especially with systems, is to write out the flow of how each system is going to communicate with each other and pass data along in the most efficient, scalable, and dynamic way possible. The biggest thing I have learned about level design during this time has been to plan for optimization especially on levels where the player is travelling incredibly fast and across large distances.