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TRIALS FRONTIER

Release: 2014

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Studio: Ubisoft Entertainment

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​Platforms: iOS, Android

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Focus: Difficulty scaling, Track Design, Player retention

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Duration: 2 years​​

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Engine: GeneTek​

MY CONTRIBUTIONS

As the sole level designer on the project, I designed and implemented all tracks for the game from blockout to final release. Apart from the main driving line, I also worked on its foreground and background composition of the tracks.​

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Analyzed feedback by players and iterated on track flow, challenges and difficulty progression to improve player retention and engagement.

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Created a community recognition track named after a dedicated player reinforcing player connection and participation within the Trails community.

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Collaborated with artists and designers to conceptualize new event formats, expanding the games live content offering

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THE TRACKS

Designed and shipped 40+ tracks with multiple difficulty tiers, balancing challenges, track flow, and progression. The tracks were split up into three difficulty levels, Easy, Medium and Hard.

Designing Easy tracks presented unique challenges as compared to Medium and Hard tracks. I studied the type of challenges players enjoyed in the higher difficulty tracks, and structured them into easy tracks to improve player onboarding without reducing engagement.

Source: Yoshiki

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Easy

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Easy

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Medium

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Medium

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Hard

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Hard

Designed tracks that displayed both distance travelled and time taken by the players to finish the track.

I created a community recognition track named after a player, to honor their contribution to the Trials community, strengthening player connection with the game.

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Source: Yoshiki

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Dutscher's Den

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