Unreal Engine 5.6 – Arcade Racing – Level Designer
My first UE5 racetrack
3 weeks of work:
Week 1: Sketched the track layout, tuned the car, added boosts and spike traps, built a rough AI prototype.
Week 2: Blocked out the track in-engine with splines and early landmarks, tested smooth corners, chicanes etc.. Finished the spline AI with an error margin based on track width (medium / easy because I’m not great at racing games!). Timed full laps (goal: under 2 min per lap)
Week 3: Fine tuning and quick fixes, added VFX, lights and emissive materials for a Neon-City vibe. Polished the environment and refined landmarks, gave each area its own theme so players always know where they are and optimised lights, materials and VFX.
The result: Futuristic island layout: ~1 min 45 s per lap with ramps and multi-level chicanes. Spline + PID AI: medium-difficulty bot that takes corners without endless drifting. Pick-up boosts and spike traps: a bit of arcade spice instead of pure simulation. Live megascreens: Scene Capture feeds, optimised to run smoothly.



Starting from a concept on paper, I worked out where the right moment was for a corner, a straight, and a jump.
After a few tests in‑engine, I’m happy to have achieved a result close to what I had prototyped on paper while keeping to the timeframe I’d set for myself (‑2″).
