~/talk

The game design behind Redout

Talkat Codemotion Milan 2016 · 2016-11-23..11-26· [game-development]
links:none on file
slides:none on file

Development starts in 2014 with a Unity prototype then moves to Unreal; vehicle motion is force‑based (forward vector force, rotating impulses) and steering is iterated from twitchy to forgiving, rewritten after EGX/EVO playtests; track editor is a year‑long spline track tool that places meshes and drives collision math, not physics; code shifts from Blueprint to C++ for performance; boost energy bar and flow‑focused pacing boost player competence; 12 cars limit is art/animation work; released on Steam September after three years — it works. race faster than ever flow

AI-written summary · about

  1. 0:00Introduction to Redout
  2. 3:55Prototyping and development
  3. 8:31Refining vehicle handling
  4. 13:20Applying the flow theory
  5. 17:37Track design and tools
  6. 20:05Level design aesthetics
  7. 24:14Interface design choices
  8. 25:44Community and marketing
  9. 30:03Q&A and final thoughts
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