Mobile AR racer – Krystal Kart (6month internship)

You race against your friends in Krystal Kart. Tracks are placed on the table to create AR experiences. Speed can be increased or slowed down with power-ups. New players may find it hard to handle. On the tracks, skill level was crucial. On the trails, I found the correct width. 

Creating a track

To find a flow, I started with pen and paper. In tracks with many turns, I would add a long straight road as a reward. After finding the correct measurements, I molded my sketches in Blender.

I imported my Blender track into Unity, placed colliders to ensure a smooth player experience, and iterated on the layout to refine flow and engagement. Checkpoints and power-ups were carefully positioned to enhance pacing and create rewarding moments. Each iteration was tested thoroughly, with feedback guiding adjustments until the track felt just right. Once the gameplay was polished, I handed the track off to the 3D artist, ensuring it was optimized and ready for final implementation. The entire process took just two weeks, reinforcing my ability to deliver high-quality work under real production deadlines. Working in a small, fast-paced indie team taught me how to be proactive, independent, and efficient. I learned that getting a prototype playable first—then refining it based on feedback—was the best way to work. With the team balancing multiple tasks, I became self-sufficient, trusting my instincts while also being receptive to feedback. This experience gave me valuable insight into how a small studio operates, and it strengthened my ability to design levels that feel great to play while fitting within a collaborative development pipeline.

PROJECT: Mobile game
INTERNSHIP: Anlter Interactive
ROLE: Level designer