Test Track
About the Project
It's lights out and away we go! Set hotlap after hotlap around this track as you try to achieve the fastest time possible!
CREATED USING
Unreal Engine
GENRE
Racing
PLATFORMS
Windows
Test Track is a prototype racing game that I created in order to test out the level design plans that are found of this page!
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Your current lap time is displayed and your fastest lap time is recorded so you know what time you need to beat! Delta times are also present at the end of each lap.
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The game also features a fully skippable soundtrack.
TRACK LAYOUT
TRACK DESIGN
Below I’ve listed some of the ideas I’ve had for each Turn as well as included some photos of corners I’ve taken inspiration from.
Turns 1 - 2: A long, medium speed corner that’s on-camber. Has to be wide enough to fit at least two/three cars due to it being the opening section of the track.
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Inspiration: Suzuka International Racing Course
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Turns 3, 4, 5, 6, 7: Inspired by the Maggots-Becketts complex from Silverstone. This section of the track will narrow up. It’s a fast flowing section where keeping the racing line and hitting every apex is critical as exit out of Turn 7 leads onto a long straight.
Inspiration: Silverstone
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Turn 8: The long straight leading up to Turn 8 is an uphill ascent and a major overtaking area of the circuit. The uphill climb rewards late braking and the run-off zone encourages drivers to go for the overtake as there’s little punishment for going wide into the corner.
Inspiration: Red Bull Ring
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Turn 9 – 10: This section of the track is where you begin the descent back down. It features two slow, on-camber corners, and the track here is wide enough for 2/3 cars. I kind of envision it almost like a ‘bendy mountainy road’, due to the slow speed nature and elevation changes.
Inspiration: Interlagos
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Turns 11 - 12: Fast-Medium speed, narrow chicane. Positioning and finding the right line here is key.
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Inspiration: Autódromo Hermanos Rodríguez
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Turn 13: Wide hairpin with a tight apex. Tactical positioning is key as the heavy braking zone can be used as an overtaking opportunity. However, the turn exits onto a long, downhill straight, ideal for slipstreaming. Features a run-off area for drivers who brake too deep into the corner.
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Inspiration: Circuit of The Americas
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Turn 14: Inspired by Blanchimont corner from Spa-Francorchamps. This long, high speed bend is intended to be taken flat out. Entire straight is a gradual downhill decline.
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Inspiration: Spa-Francorchamps
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Turns 15-16: The penultimate section of the track. This is a narrow, slow speed, downhill chicane, and is final true overtaking opportunity of the lap. Features escape road for drivers who brake too deep into the corner.
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Inspiration: Suzuka International Racing Course
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Turn 17: Final corner of the track. This is a medium-fast speed corner. Getting a good exit out of the corner is key as it leads onto the long Start/Finish straight.
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Inspiration: Barcelona-Catalunya Circuit
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Improvements
After designing the track and reflecting on my work, I would make some slight changes to the track layout, notably the straight leading off Turn 7 and the long bend off Turn 13. I’d increase the length of both these straights by a couple of hundred metres as in their current iteration, I feel like they might be a little too short. This would also push the estimated track length over the 4km mark which would bring it closer to the length of other existing tracks around the world. E.g, Interlagos – 4.3km, Catalunya – 4.6km, Red Bull Ring – 4.3km.