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Running over zombies will provide bonus score but also splash blood on the windshield disrupting the view, use washer fluid to wipe the windshield clean although beware, washer fluid is scarce - so use it wisely!

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PTTM is an endless driving game focused on risk and reward.

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Contributions

  • Core game concept and game design

The concept was designed with three major accounts:

1. The team had little to no experience in using Tengine

2. The engine had both known and unknown limitations, such as having no editor, tools or PBR-support.

3. It was our very first project.

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To address these accounts the concept focused on a simple and scaleable core loop and not being too dependant on level design that required lots of iteration or meticulous placement.

The core loop consisting of the car running, obstacles, death state and high score as MVP.

Then adding elements for scalability like zombies and washer fluid to intensify the risk/reward component, spawn points with spawn rates (spawning all types of objects) to enhance variation and  various tire grips based on ground type (dirt and road).

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  • Documentation and Scrum Master

Creating and managing GDD throughout the project, which also served as a basis for project management and task prioritization.

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  • Balancing

Balanced a wide variety of parameters through JSON files, such as car movement, spawn rates and score multiplier.

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Outrun the apocalypse!

PTTM_edited.jpg
Genre: Endless Runner
Players: 1
Duration: 5 Weeks
Team: 9
Engine: Tengine (in-house)
Role: Game Design
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