Anaconda | Rocket Racing
Level Design, Implementation & Release
Anaconda started from an initial layout created by the team lead, after which I took responsibility for redesigning the track and moving it through implementation and release.
The work involved evaluating the existing design, identifying opportunities to improve gameplay flow and player readability, and then translating those changes directly into the playable track. I continued to iterate on the level as it moved through production, responding to feedback and resolving issues as they appeared during development.
This track reflects my ability to step into an existing design, understand its original intent, and carry it forward without being overly attached to the first solution. Anaconda was also used as promotional material during development, which added another level of visibility to the final result.
Experience the Track!
Click here to watch a full playthough of the track on this World Record setting run.
There are multiple paths, so this is just some of the exciting environment.