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Speed 4 Life

Producer

5 Weeks

Programmer - Game Designer

5 person team

Summary

Speed 4 Life is a high-speed, console-compatible racing game inspired by Trackmania and Wipeout, developed over 5 weeks by a team of five. As both Producer and Programmer, I managed production workflows and maintained technical stability, ensuring our sprints were organized and goals clearly defined. 

My dual role required balancing project management with technical implementation, from coordinating team objectives to building responsive driving mechanics

The game’s core was driven by fast-paced gameplay and diegetic interface elements, designed to enhance player immersion.

Key Responsabilities

  • Project Planning and Management
    Organized sprints and managed the project using Scrum methodologies, setting milestones and tracking progress with Trello and Jira.


  • Version Coordination and Build Management
    Oversaw version control to maintain stable builds, ensuring each version was well-documented and preventing setbacks.


  • Cross-Disciplinary Coordination
    Fostered effective collaboration between design, programming, and art teams, aligning contributions with project goals.


  • Sprint Facilitation and Process Optimization
    Led sprint meetings and retrospectives to optimize workflows, address bottlenecks, and improve efficiency.


  • Quality Assurance and Playtesting
    Conducted structured playtesting sessions, iterating based on player feedback to enhance responsiveness and game quality.


  • Marketing and Promotion
    Developed a marketing kit, including a trailer, to showcase the game and highlight key features.

Approach and process

For Speed 4 Life, I adopted an Agile methodology with a focus on Scrum, establishing structured yet adaptive processes to support the team’s creative and technical ambitions. Sprint planning sessions were held weekly, complemented by daily stand-ups and sprint reviews to track progress, manage risks, and adjust goals. Given the project’s ambitious nature and tight timeline, I implemented a decision-making process focused on iteration, with definitive choices to keep development moving forward without regressions.

My emphasis on clear documentation and version control was crucial to maintaining a stable build pipeline. I also set up playtesting and QA processes to gather insights on player experience, iterating on game mechanics to enhance responsiveness and handling. These cycles of testing, feedback, and improvement allowed us to adapt quickly to new insights and ensure a refined gameplay experience.

Mindset & values

  • Responsibility and Ownership: Encouraged each team member to take ownership of their role and contribute actively toward our shared objectives, fostering a sense of accountability.

  • Efficiency and Clarity: Maintained a transparent work process to streamline development and prevent misunderstandings, ensuring everyone was aligned on objectives and timelines.

  • Player-Centric Development: Prioritized player experience by continuously integrating feedback and focusing on quality, keeping gameplay responsiveness at the forefront.

Our team was driven by a collaborative spirit and shared ambition, essential for executing a project of this scale in only five weeks. Each member had a well-defined role—game designer, level designer, sound designer, or 3D artist—and our proactive collaboration allowed us to work toward a unified vision. This cohesion enabled us to establish quick and iterative processes, with decisions made definitively and no backtracking. Despite limited resources, the marketing kit, including a trailer, emphasized the importance of promoting our product and showcasing the game’s core appeal.

Outcome

Speed 4 Life reinforced my abilities in dual-role management and cross-functional coordination. Balancing the creative and technical aspects of this project highlighted the importance of flexibility in meeting project requirements while staying committed to deadlines and quality. This experience taught me how to prioritize effectively, manage scope, and maintain team morale through structured but adaptive workflows.

ROADMAP

  • Defined objectives, established version control, and set up core gameplay mechanics and assets.

Project Scope and Initial Development

1

  • Enhanced game performance, refined assets, and polished gameplay for a smoother player experience.

Optimization and Polishing

3

Iterative Testing and Feature Development

  • Conducted playtesting sessions, integrated feedback, and continued developing features based on player responses.

2

Final QA and Submission

  • Completed final testing, made last adjustments, and submitted the final build with complete documentation.

4

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