Horizon Chase 2


About:

Horizon Chase 2 is the evolution of the award-winning racing franchise. Feel the true arcade spirit!

Studio: Aquiris Game Studio.

Engine: Unreal Engine.

Platform: Mobile.

Launch day: Sep, 2022.

Working on since: Aug, 2020 – July 2023


My Job:

  • Helping with the UI Implementation.
  • Creating some custom shaders for UI.
  • Helping build the project assets pipeline and the cars pipeline.
  • Helping with the car implementation pipeline by creating tools for the artist to improve the asset implementation at Unreal.
  • Helped work on some tool prototypes to improve the track creation, making it easy for the level designers to work.
  • Helping with the game optimization in general.
  • Worked with Substance, Blender, and PS.
  • Create a simple tool for Blender to help prepare the car to go right on Unreal.

UI Examples:

Car Customization Screen:

In general, all the animation and interactions in this screen is something that I have worked on and helped the person who had to update it. Also, I had to make all the controller navigation in this menu manual, to attend to the UI/UX behavior desire.

 

  • Visuals (Visuais)
    • I have implemented all the side buttons in a way that they update their value according to the car data.
    • The item buttons support all item types that we have in the customization screen. In short, I implemented a base class and inherited for each customization part type, which allowed us better maintenance and implementation (see the Garage section).
  • Improvements (Melhorias)
    • The vertical cells have dynamic bars, so they differ between cars depending on how they are configured in the data.
    • The car status bars are dynamic as well.

Car Garage:

Here we use a cell variation for most car parts and added one exclusive version for the car bodies that contains more information, did all animations and implementation, also a special material for the car body that makes it with a dark purple color without the need for the artist to make a new version just for the locked version.

Tournament:

I had to create a custom shader to fit all the posters, respecting the UI art, and make it so it just reads the config and sets the posters automatically, so we don’t need to rework in case of any change, and it’s compatible with live ops. There is also an animation trick to make it respect the aspect ratio while keeping part of the card visible on screen.

Track Selection:

Worked in a way to make the track selection posters work in a way that is fed by the received data, also helped with a pipeline that brings the posters in a correct format. Here, I had to make the controller navigation manual too to respect the UX desired flow.

 


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