One page design shows the loop of the game mechanics.
The UI Breakdown shows how players navigate through the game.
Walk you through the entire game flow, learn the trade-offs in car chassis design.
Autodesk’s AI generative design tool.
Team Traffic's goal is to integrate gaming as a tool into the design process. Specifically, we are creating a game in which users design cars through play. As players test drive a virtual car, the system collects car performance data. A revolutionary AI-informed software then uses the data to generate new car designs. Players can iterate their design, test it in-game, and engineer a unique car best suited for their play style. We are working closely with design researcher Mickey McManus from Autodesk and action filmmakers Bandito Brothers to explore design through gameplay.
This is the week of soft opening. Before soft opening, we wrapped up our project, added as many features as possible, and polished the UI and art assets. Angela added different materials to chassis in different categories – blue for jumping cars, red for turning cars and brown for the combination. Also, she made the Read more about Week 15 Newsletter[…]
One week from soft opening! We are on even tighter schedules. On Monday, our advisers pointed out that the turning test tracks we designed in the previous week have more left turns than right turns, which may cause the lack of balance. Therefore, Feiran and Angela designed new turning and combination test tracks as well Read more about Week 14 Newsletter[…]
Since there are only weeks to soft openings, we were on a very tight schedule this week. (The title on the board is incorrect, which should be week 13) Since we narrowed down the scope to only three test and mission tracks, Feiran and Angela mainly worked on track assets. Angela did research in how Read more about Week 13 Newsletter[…]
Early this week, we finished modeling seven test tracks – acceleration (a), turning (t), jumping(j), a+t, a+j, t+j, a+t+j, and the turning track for turning. We wrapped up a new demo with all the tracks before the client meeting on Wednesday. The new demo includes the features that one can select a chassis model, select Read more about Week 12 Newsletter[…]
This week is mainly about our half presentation. We presented to our adviser Carl and Heather on Monday and Tuesday and made changes afterwards regarding the feedback from them. On Wednesday, many guests attended the presentation. Angela introduced the background stories, goals, challenges, and metrics of our project, Feiran talked about brainstorming, Eric explained our game Read more about Week 11 Newsletter[…]
During this week, we deeply talked about the customization design. In the flow of the game, when a player finishes a test, he can choose to customize the car if he is not satisfied with the performance. Ideally, we can let players customize the car to however they want, then send the configuration file to Read more about Week 8 Newsletter (including Week 9 & 10)[…]
During this week, we did plenty of things, including designing multiple levels, making new models, having meeting with Dreamcatcher team and so on. We will illustrate them one by one First of all, on Monday, we specifically discussed what if we won’t have enough time to play with Dreamcatcher until the end of semester and Read more about Week 7 Newsletter[…]
During this week, we figured out our project metrics at first. Our advisers helped us clear out the measurement of success. For instance, we should pay extra attention to innovation, prototyping and gameplay/interactivity, but less attention to art style or audio. The metrics not only gives faculty members in Pittsburgh a standard to evaluate our Read more about Week 6 Newsletter[…]
Before Wednesday, we were preparing for Quarters. First of all, we clarified the elevator pitch, as we had to introduce our project in short sentences to guests: Team Traffic is creating a car design game where players can modify and change the design by Autodesks’ AI driven design system. Car performance data will be collected in Read more about Week 5 Newsletter[…]
Since last week, we had several meetings with Dreamcatcher team, Bandito Brothers and Emotive team, we had more clear ideas about this project. Then, we decided to have the step one. Regardless of the actual game design and game play, we have to complete the game->Dreamcatcher->game cycle. Therefore, we will have to build the data Read more about Week 4 Newsletter[…]