Riviera | Rocket Racing
Primary Level Designer & End-to-End Owner
Riviera was the Rocket Racing track where I had the greatest amount of individual ownership. The track was inspired by the Monaco Grand Prix circuit, which made it particularly interesting to design because the goal was not simply to reproduce a real-world layout, but to reinterpret its identity and recognizable characteristics into a track that worked within Rocket Racing.
I handled nearly every stage of development, from the initial level design and gameplay layout through implementation, iteration, polish, and release. I worked largely independently on the track, with support from the Lead Artist to maintain asset alignment, visual consistency, and asset health as the environment developed.
Because I remained closely involved from concept through final delivery, Riviera is one of the clearest examples of how I approach full feature ownership. It required balancing creative goals, gameplay needs, technical limitations, art requirements, and production realities while continuously evaluating the track as a complete player experience.
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.