Professional Project

Test Drive
Unlimited
Solar Crown

Designing a new open-world region and race experiences for the Ibiza expansion.

RoleLevel Designer
StudioKT Racing
FocusOpen World / Race Design
Game Page View on Steam

Expansion Overview

Building a new world

On the Ibiza expansion, I worked as a Level Designer on part of the new open world and on the design of new races. The DLC focuses on the city of Eivissa rather than the entire island, while still aiming to capture a distinct Mediterranean atmosphere and a different driving rhythm from Hong Kong Island.

The project kept the same core challenge as the base game : adapting a real location into a playable open world. Ibiza also carried the legacy of the Test Drive Unlimited franchise, so part of the design intent was to respect the spirit of the series while adapting it to the handling, scale and production constraints of Solar Crown.

Test Drive Unlimited Solar Crown Season 2 Ibiza teaser

Region Focus

Cruise Piers

Cruise Piers was the region I followed throughout the production of the Ibiza expansion. The area combines a large commercial harbor, a small urban and residential waterfront, and Illa Grossa, a rocky peninsula offering one of the strongest views over Eivissa.

My goal was to create a region with a clear identity inside the city: flatter and more open than Hong Kong Island, with wider roads, stronger coastal views and several distinct driving spaces connected by readable landmarks.

Cruise Piers overview

District Design

Industrial driving playground

The commercial harbor forms the core of Cruise Piers. It was designed as a large industrial playground, using wide roads, container yards and construction areas to create a different driving experience from the more residential and scenic parts of Eivissa.

The open layout gives players space to improvise, drift and explore, while large landmarks such as cranes, cargo ships and the lighthouse help maintain orientation from long distances.

Blocking

Blocking to Final

Early blockouts were used to validate the district structure, road readability and the placement of major visual anchors before the final environment pass. The goal was to ensure that the harbor remained easy to read while offering multiple gameplay opportunities around the construction site, port roads and lighthouse. This area was developed in collaboration with Pierre Halais, who created the visual pass based on the level design layout. His work played a key role in shaping the final atmosphere and visual identity of the area.

BlockingPort construction site blocking
FinalPort construction site final
BlockingPort industrial structures blocking
FinalPort industrial structures final
BlockingLighthouse area blocking
FinalLighthouse area final

Landmark Design

Illa Grossa

Illa Grossa acts as one of the major landmarks of Cruise Piers. Located on a rocky peninsula overlooking the bay, it was designed as a quieter destination that rewards curiosity and contrasts with the industrial density of the harbor.

During blocking, the main objective was to validate the panoramic view and the visual connection with the port. The final environment preserves this composition while reinforcing the Mediterranean identity of the location.

BlockingIlla Grossa blocking
FinalIlla Grossa final viewpoint

Residential Transition

Botafoc villas

The villas district above Botafoc was designed as a transition between the city, the harbor and the coastline. It offers a calmer driving rhythm than the port, with residential streets, waterfront views and a stronger sense of Mediterranean lifestyle.

This area helps balance Cruise Piers by contrasting the industrial harbor with a more luxurious and readable waterfront environment while keeping strong visual connections toward Illa Grossa and the port.

BlockingBotafoc villas blocking
FinalBotafoc villas final

Race Design

Race design and prototype

In addition to open-world production, I also worked on the design and prototyping of new races introduced with the Ibiza expansion.

One of our goals was to push the racing experience further by creating more dressed and memorable events during races. I prototyped race sequences with scripted events to help evaluate how far we wanted to push this aspect while staying faithful to the Test Drive Unlimited experience.

During production, we experimented with several large-scale set pieces, including low-flying aircraft and helicopter chase sequences. Ultimately, many of these ideas were scaled back or removed, as they did not align with the atmosphere players typically expect from Test Drive Unlimited. Preserving the feeling of freedom, immersion and relaxed exploration remained a higher priority than creating overly spectacular scripted moments.

Takeaway

From blockout to final release

The Ibiza expansion allowed me to follow the complete production of a new open-world region from early blockout to final release. Beyond world design, the project was also an opportunity to explore new approaches to race design and event-driven gameplay while staying faithful to the identity of the Test Drive Unlimited franchise.