Game Overview

Game: HamsterBallin’

Role: Track Designer

Editor: Unreal Engine 5

Team Size:45

Genre: Cart Racing

Steam Link: https://store.steampowered.com/app/4319370/Hamsterballin/

“Hamster Ballin’” is a fast-paced single-player obstacle course game where players guide a hamster inside a rolling ball through a lively, oversized toy factory.

Along the way, the hamster picks up speed, builds momentum and bounces through a series of playful mechanical challenges.

Players race across ramps, half-pipes, gears, bounce pads, moving platforms, boost rings and branching paths while trying to stay on track and reach the finish in one piece.

Game Trailer

Track Design

  • Structured the track around a clear difficulty curve, gradually introducing movement challenges, hazards, shortcuts and interactive obstacles.

  • Refined pacing by balancing high-speed sections, technical platforming challenges, recovery spaces and moments of visual spectacle.

  • Improved readability through stronger track silhouettes, environmental landmarks, color contrast and clearer visual communication of hazards.

  • Used playtesting feedback to adjust track width, obstacle placement, player approach angles, and recovery opportunities.

  • Collaborated with other designers to ensure that the track supported the game’s movement mechanics and intended player experience.

Technical Level Designer

  • Acted as the primary communication bridge between the Level Design and Programming teams.

  • Translated level-design requirements into clear technical requests, implementation priorities, and production-ready use cases.

  • Tested customized Procedural Content Generation tools to identify usability problems, technical limitations, and potential improvements.

  • Provided programmers with structured feedback based on practical level-design workflows and production needs.

  • Trained the level-design team to use the tools consistently during production.

  • Helped troubleshoot implementation issues and supported designers when integrating procedural content into their levels.

Quality Assurance

  • Conducted regular playtesting to identify gameplay, technical, visual, and localization issues.

  • Documented bugs with clear reproduction steps, expected behavior and supporting screenshots or videos.

  • Evaluated gameplay clarity, obstacle readability, difficulty balance and collision reliability.

  • Worked closely with other track designers to improve navigation, visual guidance, encounter balance, and overall player flow.

  • Collaborated with programmers to reproduce technical issues, verify fixes, and prevent regression.

  • Used testing feedback to support iteration and improve the overall stability and usability of the game.

Postmortem

What went well

  • Designed a playful track that combined speed, verticality and varied obstacle types.

  • Iterated on the track using playtest feedback to improve pacing and readability

  • Communicated Level Design requirements clearly to Programming and supported the development of the PCG tools.

  • Helped onboard the design team by testing and teaching the workflow for the programmer-developed tools.

What went wrong

  • Some track sections were difficult to read because of overlapping paths and vertical geometry.

  • Several obstacles, including bounce pads and split paths, did not communicate their intended use clearly enough.

  • Certain high-speed turns and narrow track sections caused players to fall more often than intended.

  • Tool development and design iteration occasionally became disconnected when requirements changed during production.

Even better if

  • Conduct more playtests earlier to identify readability, balance and navigation issues before final polish.

  • Improve visual guidance around branching paths, bounce pads, speed boosts, etc…

  • Define PCG tool requirements earlier to reduce revisions between Design and Programming.

  • Spend more time balancing track width, speed and obstacle placement to create a smoother difficulty curve.

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