Razed



project overview
Razed
year
2018
my role
Game Direction, Art Direction, UI/UX, Developer
platform
PS4 | XBOX | Switch | Steam
RAZED is a lightning-fast, single-player platform racing game that's all about speedrunning. Sprint through dynamic neon levels in the quickest time possible, employing skills such as super-speed boosts, mega-jumps, drifts, stomps and strafes to bypass obstacles and uncover shortcuts to propel yourself up the online leaderboards. But there's a catch: powers cost momentum, and if your energy falls too low your shoes (and you) could very well explode...
RAZED is a lightning-fast, single-player platform racing game that's all about speedrunning. Sprint through dynamic neon levels in the quickest time possible, employing skills such as super-speed boosts, mega-jumps, drifts, stomps and strafes to bypass obstacles and uncover shortcuts to propel yourself up the online leaderboards. But there's a catch: powers cost momentum, and if your energy falls too low your shoes (and you) could very well explode...
RAZED is a lightning-fast, single-player platform racing game that's all about speedrunning. Sprint through dynamic neon levels in the quickest time possible, employing skills such as super-speed boosts, mega-jumps, drifts, stomps and strafes to bypass obstacles and uncover shortcuts to propel yourself up the online leaderboards. But there's a catch: powers cost momentum, and if your energy falls too low your shoes (and you) could very well explode...
Edge Magazine
Originally developed as an entry for Edge Magazine’s Get Into Games competition, the game was selected as one of the winners and gained early recognition. We continued development, and the project was later picked up by a publisher. I served as Director, Artist, UI Designer, and Writer, overseeing the game’s creative direction.
Originally developed as an entry for Edge Magazine’s Get Into Games competition, the game was selected as one of the winners and gained early recognition. We continued development, and the project was later picked up by a publisher. I served as Director, Artist, UI Designer, and Writer, overseeing the game’s creative direction.
Originally developed as an entry for Edge Magazine’s Get Into Games competition, the game was selected as one of the winners and gained early recognition. We continued development, and the project was later picked up by a publisher. I served as Director, Artist, UI Designer, and Writer, overseeing the game’s creative direction.






Development
The original competition entry had a minimalist, semi-artsy aesthetic, with sparse environments and gameplay that closely aligned with the thematic brief. As development progressed, the game evolved significantly—environments became more vibrant, readable, and dynamic, with a greater emphasis on animated elements. The gameplay also shifted to better align with the fast-paced, one-more-try style speedrunning games.
The original competition entry had a minimalist, semi-artsy aesthetic, with sparse environments and gameplay that closely aligned with the thematic brief. As development progressed, the game evolved significantly—environments became more vibrant, readable, and dynamic, with a greater emphasis on animated elements. The gameplay also shifted to better align with the fast-paced, one-more-try style speedrunning games.
The original competition entry had a minimalist, semi-artsy aesthetic, with sparse environments and gameplay that closely aligned with the thematic brief. As development progressed, the game evolved significantly—environments became more vibrant, readable, and dynamic, with a greater emphasis on animated elements. The gameplay also shifted to better align with the fast-paced, one-more-try style speedrunning games.












During this phase I worked on branding and UI takinging the low-poly asthetic and working that into aspects of the logo and UI.
During this phase I worked on branding and UI takinging the low-poly asthetic and working that into aspects of the logo and UI.
During this phase I worked on branding and UI takinging the low-poly asthetic and working that into aspects of the logo and UI.
Release
After the game launched on Xbox and PC, I focused on optimizing it to run at 60fps on the Nintendo Switch. This required reworking shader systems and making a range of performance enhancements. Despite the technical constraints of the handheld hardware, we successfully retained the full game experience, 60 fps frame-rate and all original geometry.
After the game launched on Xbox and PC, I focused on optimizing it to run at 60fps on the Nintendo Switch. This required reworking shader systems and making a range of performance enhancements. Despite the technical constraints of the handheld hardware, we successfully retained the full game experience, 60 fps frame-rate and all original geometry.
After the game launched on Xbox and PC, I focused on optimizing it to run at 60fps on the Nintendo Switch. This required reworking shader systems and making a range of performance enhancements. Despite the technical constraints of the handheld hardware, we successfully retained the full game experience, 60 fps frame-rate and all original geometry.
























Outcome
Guiding a game from concept and competition prototype through full commercial release, was an increadibly rewarding experience. Razed ultimately shipped across PS4, Xbox, PC (Steam), and Nintendo Switch, reaching a wide audience of players and speedrunning fans.
Guiding a game from concept and competition prototype through full commercial release, was an increadibly rewarding experience. Razed ultimately shipped across PS4, Xbox, PC (Steam), and Nintendo Switch, reaching a wide audience of players and speedrunning fans.
Guiding a game from concept and competition prototype through full commercial release, was an increadibly rewarding experience. Razed ultimately shipped across PS4, Xbox, PC (Steam), and Nintendo Switch, reaching a wide audience of players and speedrunning fans.


