Genre:

Arcade / Downhill Racing

Core Focus:

Gravity-Based Movement & Replayability

Duration:

4 Weeks

Role:

Level Designer, UI Support

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SoapBox Racing

SoapBox Racing is a fast-paced downhill racing game where you drive carts powered only by gravity.

Race down challenging tracks, dodge obstacles, and keep your cart together as it loses parts and control along the way.

Can you make it to the finish line before your cart completely falls apart?

CORE FEATURES

Downhill Racing (Gravity-Powered)

  • No engines — your speed comes from slopes, curves, boosters, and momentum.

  • Steering, braking, and balance are key as your cart gains speed on each descent.

  • Air Control – steer and adjust your cart mid-air using WASD to land safely and maintain speed.

Damage & Destruction System

  • Carts lose wheels and body parts when they take hits or crash.

  • The more you lose, the harder your cart becomes to control — adapt fast to survive.

Obstacle Interaction

  • Dodge ramps, barriers, bumps, and other track hazards.

  • Every obstacle can cause chaos — crashes, flips, or unexpected shortcuts.

Cart Customization

  • Build and personalize your own cart using different parts.

  • Tyre types affect grip and handling, changing how your cart feels on the track.

No engines — just gravity, brakes, and pure downhill fun.


Result:

The game was awarded 1st place, among all the other Game Project 4 games, by an esteemed jury panel consisting of industry professionals from studios like CD Project RED, Activision and Flying Wild Hog

My Role:

I owned the entire playable level from start to finish.

My responsibilities included:

  • Designing the full downhill track layout

  • Building the level using Unreal Landscape Spline tools

  • Designing ramps, turns, hazards, and obstacle placement

  • Balancing speed, difficulty, and readability

  • Iterating based on car physics and playtests

  • Populating environments using PCG

  • Supporting early UI ideation in Miro

I focused on making the level feel fast, fair, and replayable rather than just visually interesting.

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Level Flow & Iterative Process:

I kept the workflow simple.

Blockout → Test → Iterate→ Polish

Built the full track using basic geometry. Just splines and simple shapes.

Focused only on slopes, jump distances, turn radius, and overall flow.

Test & Iterate

Constant playtests with the programmer and system designer.

Adjusted layout based on speed, handling, and crash behavior.

Moved ramps and obstacles around to create clear risk vs reward moments.

Every section had intent. Nothing random.

Environment

Used PCG to add trees and props.

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Curious about what we can create together? Let’s build something extraordinary together!

Available For Work

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