Quentin Smith | Portfolio


Project Goal
"Create A Chill & Relaxing Skating Experience Centered Around Free Skates"
- Ethan Murchison
( Creative Lead )
Project Role
Lead Programmer · Level Designer
Tools Used
Unity · C# · Visual Studios · Trello · Unity DevOps
Target Platform
Windows PC
Duration
10 Months
Language
C#
Team Size
5
Overview
( Capstone Project )
Free Rider is a relaxing 3D third person game with elements of exploration built in the Unity game engine.
You play as Jun, a red panda, skating through an alternate San-Francisco inspired level. Throughout the level players will explore the vast city & alleyways dodging hazards, collecting items, & talking with friends.
Project Design Goals
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Create a free flowing physics based movement system using Unity's Physics Engine
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Demonstrate skills in programming, level design, team management, systems design, & world building
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Provide a relaxing explorative experience for players
Contributions
My role on this project was Lead Programmer. I was responsible for the creation of tools, features, game feel, & team management. I worked with both art & animation to design & maintain a relaxing chill player experience.





More Information
The original idea for Free Rider started off as a twin-stick simulation in which players would control Jun using a controllers two sticks ( one for each foot ). Taking inspiration from games such as QWOP.
This approach came to a close when the realization that combining physics & realistic movements with the idea of relaxation wouldn't mesh well together - as well as numerous scripting & physics issues popping up.​
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The next approach was a single stick movement system which aims to capture the feel of playing Mario Kart - fluid, fun, intuitive.
This started off with the creation of the Upright System. This system uses Spring Physics & Forces to keep the player upright & at a certain height above the ground - includes getting hit by other physics bodies & having the ability to remain upright. This was a pivotal step forward in creating & maintaining the intractability of the environment - being able to collide with trash cans or cars for example. Over the course of the project the momentum based physics movement, which I dubbed Freeform, was created & refined ( with features such as slope & hazard detection, interaction with objects, & the momentum based approach talked about earlier ).
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Overall, the game features NPC's to interact with, several hazards ( Leaves, Rubble, Oil, Water, & Sand ) each applying various effect(s) to the Player Systems ( Movement & Status ), & a beautiful Pixar inspired environment to traverse.
​The rest of this page gives an overview of the systems that I implemented & created for this project.
For a more detailed look & documentation on my process, please contact me through Linkedin or Email.
Process Of Creating Systems
My approach to creating new scripts & systems hasn't changed too much from when I created Endless Nightmare, The biggest change in my process is that I've delved further into two main principles :
Simplified Modularity
Designing a simplified & modular system, to me, is a system that is intuitive, easy to understand, & has the capabilities of a component. So whenever possible, I try to modularize systems in a way that allows for emergent design possibilities. Although there are plenty of systems that fall outside of this philosophy, such as an Input Manager , many systems when broken down into smaller components can be ( such as an enemy using the same method to move like the player, but without being controlled by Player input ).
My Major Contributions To The Project :
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Player Systems
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Input Manager
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Movement
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Interaction
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Hazard Detection
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Status
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Camera Control & Movement
( Using The Cinemachine Package )​ -
Canvas Management Tools
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Audio Management Tools
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NPC Interaction​​
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Respawn System
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Objective System
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Physics Object Interactable Props
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Tutorial Level
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And Much More!...



First Movement Testing Using The Twin Stick Approach
Each Foot Being Assigned To A Different Stick On The Controller




Keeping The Player Upright Testing
Testing A Method To Keep The Player Character Upright Using Spring Physics & Forces
First Preview Of The Movement System Used In Free Rider
An Area In Which The Fluid Freeform Movement Was Concepted & Created. Along With The Beginnings Of The Hazard Detection System & Crouch System.


Video Snippet Of Hazard System Gameplay
( Audio Warning - Might Be Louder Than Expected )

Playthrough Of The Tutorial Level I Created Using Building Blocks Assembled Over The Projects Creation
( Audio Warning - Might Be Louder Than Expected )