Baptiste PERRIN
Technical Game Designer

Wrecked & Wasted
Wrecked & Wasted is a competitive multiplayer game combining Rocket
League-style vehicle driving with Smash Bros combat mechanics. Crash into your opponents to kick them out of the arena
Duration
1 Month
Team
4 people
Year
2025
Engine
Unity
Genre
Car Fighting
Game
Role
Level / Game Designer
The Mission
Content & Level Design
-
Designed and implemented 6 symmetrical multiplayer arenas directly in-engine, each featuring a unique gameplay mechanic to encourage varied strategies, risk-taking, and player interaction.
-
Prototyped and scripted arena-specific mechanics (destroyable props, boost refill zones, death zones) to support the core loop and reinforce competitive flow.
-
Integrated level art using asset packs while maintaining readability, collision clarity, and gameplay-first layouts, ensuring environments support fast-paced vehicular combat.
Arena Design Principles
Controller Design
-
Designed and iterated on a physics-based car controller, balancing accessibility and mastery for competitive play.
-
Created and tested multiple controller variants (steering, drift, air control, boost behavior) to solve issues related to player avoidance, oversteering, and lack of impactful collisions.
-
Tuned vehicle handling to make cars harder to evade but safer to control, reducing accidental falls and wall impacts while preserving skill expression and high-speed chaos.
QA Testing
-
Organized and conducted large-scale playtests with 30+ target players, ensuring feedback represented real player behavior in competitive multiplayer contexts.
-
Designed structured feedback surveys and bug-reporting methods, producing clear, actionable data directly usable by developers as tasks and fixes.
-
Analyzed playtest results to identify core design issues (player avoidance, controller readability, pacing) and translated insights into concrete design and technical iterations.
GAMEPLAY
GAME DESIGN OVERVIEW
Smash Bros meets Rocket League
The percentage system was the unique mechanic of our game, mixing both chaotic gameplay with a strategic way to play by getting the most speed you would to hit other players





Level Design
Each arena had its own mechanic, often related with the risk of being ejected out of bound of the stage
