Commercial Project

MXGP
2024

Supporting the production of an official motocross racing game by assisting Artefacts Studio with KT Engine workflows, late-production track polish and AI scripting.

Project Overview

Joining production as engine and level design support

MXGP 2024 was developed by Artefacts Studio using Kylotonn proprietary KT Engine. As the engine and production pipeline were originally developed internally at KT Racing, several members of our team joined the project at different stages to support Artefacts during production.

My work as an Assistant Level Designer focused on helping the team understand the engine¡¯s level design workflow, supporting late-stage track polish and assisting with AI scripting across several circuits.

MXGP racing screenshot

My Contribution

Production support, track polish and AI scripting

01

Engine workflow support

I helped communicate how the KT Engine level design tools and production workflows were structured, allowing Artefacts to adapt our methods to their own internal pipeline.

02

Track polish

Near the end of production, I assisted with polish on several laser-scanned circuits, focusing on readability, track flow and final adjustments required to make the racing experience feel consistent.

03

AI scripting

I also worked on AI scripting support, helping tune and validate behaviours so riders could navigate tracks more reliably within production constraints.

MXGP corner screenshot

Design Focus

Reading terrain at racing speed

Motocross tracks require players to constantly read rhythm, elevation, bumps, corners and terrain deformation. Even when joining late in production, polish work had to remain focused on clarity, flow and consistency under high-speed gameplay conditions.

Gallery

Final game visuals

Production Experience

Working across studios

This project was a valuable experience in cross-studio collaboration. It gave me the opportunity to support another team as they worked with an unfamiliar proprietary engine, while also observing how they adapted our production methods to fit their own way of working.

The production was challenging, but it taught me a lot about communication, tool ownership, late-stage support and the importance of clear workflows when multiple studios are working together on the same project.