MZ.
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Open-world driving

JDM: Japanese Drift Master.

Technical implementation and performance work for an open-world driving game — connecting level design, environment art and production tools.

My role

Co-Lead Technical Level Designer / Artist

Studio

Gaming Factory S.A.

Experience

Nov 2024 — Jul 2025

Behind the game

My contribution

I worked with the Lead and the level design, environment, vehicle and programming teams. This was a part-time contract alongside my Lead Level Designer position at Madmind Studio.

01

World implementation

I collaborated with level designers on the technical side of world features and checked their reliability in packaged builds.

  • Roads, splines, points of interest and gameplay-driven props.
  • Mesh setup and collision troubleshooting.
  • Lighting and shadow artifacts, LOD transitions and texture streaming issues.
02

Performance & scalability

I profiled CPU and GPU bottlenecks and worked through the visual and performance trade-offs with the team.

  • Rendering improvements across materials, shadowing, instancing and streaming.
  • Graphics quality presets for Low, Medium, High and Epic.
  • Scalability settings tuned around performance and visual quality.
03

Tools & team workflows

I built tools and supported the handover of technical art work between disciplines.

  • Blueprint tools and editor workflows that reduced manual content setup.
  • Task planning and handovers with the Lead to maintain clear ownership.
  • Code analysis to identify bugs and performance issues, working with programmers on fixes.

Game footage

Official trailers & gameplay