





Platforms | Oculus Quest 2 Windows |
Release date | 7 July 2022 |
Team size | 10 |
My roles | Producer Designer |
Engine & Tools I Used | Unity 2020.3.5f1 Microsoft Visual Studio ArborXR GitHub & GitHub Desktop Atlassian Jira Google Workspace Adobe Photoshop Audacity |
Development time | 4 weeks |
The most poggers race in the universe!
Pog Racers is a high-speed racing game built for virtual reality. Pilot a jet-fuelled vehicle against opponents on an alien planet and claim victory!
Designed for the Oculus Quest 2, motion controls allow you to push and pull your vehicle’s levers as you accelerate its two jet engines. Take full control as you master sharp turns in VR.
Outrace seven other racers on the Outpost Loop course, or test your driving skills on the procedurally generated Desert Drag.
Pog Racers was created in 4 weeks by second-year students at the Academy of Interactive Entertainment, Melbourne.
Development Log
Production
- Task Management: As producer, I opted to use Jira Software to manage the team’s work tasks over the four-week project. This involved an agile workflow with four sprints for each respective week. Tasks were assigned to designers, programmers and artists based on a development schedule that was decided at the beginning of production, and updated based on daily morning stand-ups.

- Asset Management: Additionally, I was responsible for deciding the list of art assets for the project, and updating and maintaining this Google Sheet as the priority for certain assets changed during development. This also involved importing artists’ work into the Unity project as it was completed and uploaded to the team’s Google Drive, and updating the asset list with screenshots of those assets in the Unity project. This helped the team’s artists to keep track of the status of each asset, which assets were being worked on and by whom.

- Production Plan: I was also tasked with creating the project’s production plan at the beginning of development. This included a design overview, UI requirements, development schedule, art direction, and risk analysis, among other pre-production requirements.

Design
- UI Design: I was responsible for designing the game’s UI assets, including the game’s logo, main menu, race countdown and diegetic vehicle dashboard UI seen during races. The dashboard UI required a greater degree of planning and iteration to ensure that it displayed correctly in VR and was also comfortable to read in this setting.

- Level Design: Towards the end of development, I decorated the Outpost Loop course with art assets, including on the course and in the background, to give the course some flair.

Credits
Design:
Ben Babicka – Designer, Shader Artist
Leonardo Lewis – QA Tester, Sound Designer
Andrew Nardi – Producer, Designer
Programming:
Jayden Hunter – AI Programmer, VR Programmer
Darcy Matheson – Vehicle Programmer, Environment Programmer
Art:
Scott Hancock – Environment Artist
Isabella Kovac – Environment Artist
Ben Lindridge – Vehicle Artist, Environment Artist
Max Sheppard – Environment Artist
William Trimble – Lead Artist
