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.
GDD
Krystal Kart: Level Design Document
Game Overview
Krystal Kart is an augmented reality (AR) racing game where players compete against friends on physical tracks placed on tabletops. The game features power-ups that affect speed dynamics and requires skill to master the racing mechanics.
Track Design Philosophy
Core Design Principles
- Balance challenging turns with rewarding straight sections
- Create tracks with varying difficulty to accommodate different skill levels
- Maintain consistent and appropriate track width for intuitive racing
- Design with AR tabletop constraints in mind
Flow and Pacing
- Every complex series of turns should be followed by a straightaway as a “reward”
- Use track width variations strategically to control difficulty
- Create rhythm between technical sections and speed sections
Track Creation Process
Conceptualization
- Initial Sketching
- Begin with pen and paper designs
- Map out turn sequences, straights, and special features
- Consider player skill progression across the track
- 3D Modeling
- Transfer approved sketches to Blender
- Establish correct measurements and proportions
- Create detailed 3D models with appropriate geometry for AR implementation
Implementation
- Unity Integration
- Import Blender tracks into Unity
- Place and adjust colliders for smooth player experience
- Ensure track mesh is optimized for AR performance
- Gameplay Elements
- Strategic checkpoint placement
- Power-up positioning to enhance race dynamics
- Difficulty balancing through track layout adjustments
- Iteration Process
- Test with players of varying skill levels
- Gather and implement feedback
- Refine turns, straights, and technical sections until optimal flow is achieved
Track Types and Features
Standard Race Tracks
- Beginner Tracks
- Wider turns and straightaways
- Limited elevation changes
- Evenly spaced power-ups
- Clear visual guidance
- Intermediate Tracks
- Balanced mix of technical sections and speed sections
- Moderate track width variations
- Strategic power-up placement
- Optional shortcuts with risk/reward elements
- Advanced Tracks
- Narrower track sections requiring precision
- Complex turn sequences
- Challenging power-up placements
- Hidden shortcuts and alternate routes
Special Track Features
- Boost Zones
- Designated areas for speed increases
- Visually distinct from regular track sections
- Strategically placed before or after technical sections
- Hazard Areas
- Obstacles or track features that slow players
- Visual warnings to prepare players
- Bypass options for skilled players
- Split Paths
- Multiple route options with different difficulty/reward balances
- Encourages replayability and strategic decision-making
AR Implementation Guidelines
Physical Space Considerations
- Tracks designed to fit on standard tables (recommendations for minimum table size)
- Scale considerations to ensure readability in AR
- Clear entry/exit points for multi-track setups
Visual Design for AR
- High contrast track elements for better AR recognition
- Clear boundaries between track and off-track areas
- Visual cues that work in various lighting conditions
Technical Requirements
- Track geometry optimized for mobile AR performance
- Collision detection tuned for smooth gameplay experience
- Appropriate LOD (Level of Detail) implementation for different viewing distances
Track Testing and Validation
Testing Methodology
- Initial developer playtest for basic functionality
- Focused testing on individual track sections
- Full track testing with varying skill levels
- Multi-player testing for race dynamics
Success Metrics
- Completion time ranges for different skill levels
- Player feedback on enjoyment and challenge
- Heat maps of crash locations or slowdowns
- Power-up effectiveness and balance
Production Timeline and Milestones
Per-Track Development Schedule
- Concept sketching (2-3 days)
- 3D modeling in Blender (3-4 days)
- Unity implementation and collision setup (2-3 days)
- Gameplay element placement (1-2 days)
- Testing and iteration (3-4 days)
- Final polish and handoff to art team (1-2 days)
Quality Assurance Guidelines
- Track width consistency checks
- Collision detection validation
- Performance testing on target devices
- AR recognition testing in various environments
Track Handoff to Art Team
Documentation Requirements
- Annotated track layouts with key features identified
- Performance benchmarks and optimization notes
- Gameplay footage showing intended player experience
- Technical specifications for art implementation
Art Integration Process
- Regular check-ins during art development
- Validation testing after visual upgrades
- Collaborative iteration to maintain gameplay quality
This Level Design Document provides a comprehensive framework for creating engaging, balanced, and technically sound tracks for Krystal Kart’s AR racing experience, with clear methodologies for design, implementation, testing, and handoff to the art team.

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