Exposition of Project: Time Trial
Leasing everything is the future
In-game footage
Why
The core purpose was to tackle the "Snelle Wereld" (Fast World) assignment by looking beyond typical sci-fi tropes. Instead of a utopian fantasy, the project aimed to visualize the "future mundane"—a grounded philosophy exploring what daily life actually feels like in the year 2050. The goal was to critique the double-edged sword of rapid technological progress: illustrating how a hyper-connected world can paradoxically lead to severe social alienation. The project sought to immerse players in a reality where "leasing everything is the future," challenging them to navigate a society defined by speed, transience, and the overwhelming pressure of a high-tech existence.
How
The project was realized through a flexible, multidisciplinary team effort that prioritized adaptability. Faced with a smaller-than-intended group size of five members, the development process required a fluid approach where boundaries between disciplines were often crossed. Technically and aesthetically, the game was stylized by adopting a distinct PSX-era visual style—characterized by low-poly graphics and specific texture work—paired with a nostalgic yet futuristic audio profile. The development cycle focused heavily on iterating movement mechanics to ensure they felt "fast" enough for the setting while integrating narrative beats directly into the gameplay loop.
What
The final product is Project: Time Trial, a story-driven 3D freerunning video game set in a dystopian 2050. It is a dual-faceted experience: it functions as an atmospheric narrative piece about the "future mundane" and as a high-stakes arcade challenge.
- Key Features: The game includes a dedicated "Time Trial" mode that adds a competitive layer, encouraging players to replay levels and perfect their runs.
- Presentation: It features a fully modeled 3D environment—showcased successfully at an expo—that visually represents a society where "leasing everything is the future." The game garnered attention for its seamless blend of dramatic storytelling, distinctive retro-futuristic art style, and responsive movement mechanics.
- Presentation: It features a fully modeled 3D environment—showcased successfully at an expo—that visually represents a society where "leasing everything is the future." The game garnered attention for its seamless blend of dramatic storytelling, distinctive retro-futuristic art style, and responsive movement mechanics.
My Role
Due to the reduced team size, my contribution was a hybrid of specialized focus and generalist improvisation.
- Primary Focus: My main responsibility was Audio Design. I crafted the soundscape that defined the game’s atmosphere, bridging the gap between the PSX-style visuals and the futuristic setting.
- Asset Creation: I stepped outside the audio role to help build the game world, designing specific 3D assets to flesh out the environment. This included modeling a futuristic pizzeria and creating various road signs that added realism to the city streets.
- Asset Creation: I stepped outside the audio role to help build the game world, designing specific 3D assets to flesh out the environment. This included modeling a futuristic pizzeria and creating various road signs that added realism to the city streets.
Showcase video