GRIP XR - skatepark_01 prototype

What does exploration look like when the player controls a super fast, wheeled vehicle capable of travel across all 6 degrees of freedom?

This map is the result of some of the level design RnD I worked on at Caged Element Inc. for Rollcage-inspired combat racer GRIP XR. The objective was to come up with a clean solution for a non-racing game mode based on movement expression and non-linearity, inspired by skate park design.

The traversal of this map is structured as a dense network of loosely defined paths: the player can divert from a path at any time to branch out in a new one, coming up with their own combination of stunts and eventually mastering the highly technical movement tech that the rocket-powered flippable cars are capable of.

Metrics are not an easy task in a game where vehicles can differ in acceleration, maximum speed, and handling. For this reason, level collision has to be spotless, the corners must be lenient enough to allow vehicles with poor handling better flow, and most walls have a quarter-pipe at their base to turn a potential dead stop into a new surface, making each area flow consistently into the next one. For more responsive vehicles, the path continuity is constantly broken to allow switching paths more often.

Wishlist the game on Steam! https://store.steampowered.com/app/4475750/GRIP_XR/