Moving walls & platforms
WallStone moves across the route; platforms create timed crossings. The player has to read their motion and choose when to commit.
Personal project / Game design & 3D
A modding project for Crash Team Racing: a track inspired by the first Crash Bandicoot, Ziggy as a new animated racer, two items and dynamic hazards. From 3D creation to in-game testing and community feedback.
“HUGE advancements for CTR modding!”On the new racer, items and animated hazards.
“Love the big open landscape”On the landscape and attention to environmental detail.
“With actual functionality.”On platforms and bats becoming functional gameplay elements.

01 / The idea
What would Sunset Vista feel like as a kart track? I wanted to bring its temples, heights and sunset atmosphere into the pace of Crash Team Racing.
This meant designing a route that works from the driver’s point of view: where to accelerate, when to anticipate a hazard and which alternative route to take. The scenery becomes part of those choices.
02 / Gameplay


03 / Inside the mod
The track brings together moving scenery, new gameplay mechanics and native game systems. Each addition has to fit the pace, visual language and rules of CTR.
WallStone moves across the route; platforms create timed crossings. The player has to read their motion and choose when to commit.
Animated hazards bring the temples to life and create moments of anticipation. Their contact behaviour is integrated into the race.
Rain, animated surfaces, waterfalls and the sunset sky establish the identity of the circuit. Music by aRBee and a skybox by Siruka complete the atmosphere.
Checkpoints, alternate routes, a minimap, item crates and recovery after a fall connect the 3D environment to the game’s racing systems.
Three bot routes, difficulty tuning and revised character stats explore different ways to race and compete.
Three modes offer different contexts for playing the same circuit: finding a fast line, racing opponents and taking on the Death Road challenge.
04 / Ziggy
Ziggy is an additional playable racer, with his own selection slot, animated model, portrait and voice lines. He brings the mod’s roster to 17 characters.
His animation follows the actions of the kart: steering, drifting, braking, jumping and reacting to impacts. The body, hands and gaze need to communicate the movement while remaining connected to the vehicle.
The work extends from the Blender model to the game’s animation format, character selection, race display and audio. A technical package documents the model, textures, animation export and integration for other modders.
05 / New items
Ice Cube and Dingo Flames extend the mod’s item set. Their integration connects the visible effect with activation, contact and the game’s existing race logic.
An ice effect integrated into interactions between racers.
A flame effect that adds a new threat on the track.
06 / Design decisions
A racing circuit needs landmarks, moments of anticipation and changes of pace.
I worked on the sequence of temples, turns, jumps and shortcuts, checking how these sections connect when driving through them.
The scenery and hazards need to remain understandable at racing speed.
The minimap includes the main route and shortcuts. Visual cues and the placement of moving obstacles help shape the player’s decisions.
Geometry, textures and animated objects all share a limited technical budget.
I move between the Blender scene, track export and in-game tests to assess visual choices alongside collisions, navigation and runtime behaviour.
Player feedback guides further iterations, including visual readability, collisions and recovery after a fall. In-game tests help check individual behaviours; the overall experience continues to evolve through play.
The integration targets an emulator setup with extended RAM. The recorded tests cover specific scenarios; they do not establish compatibility with original PlayStation hardware or every multiplayer mode.
07 / Community response
Sharing the project made the work visible beyond my own playtests. Comments on the teaser highlight the atmosphere, animated racer and functional moving scenery.
YouTube figures observed on 19 September 2026. These describe the video’s reach, not the number of players. Source
The comments also ask about online play, split screen and local tournaments. They point to interest in playing together, without establishing that those modes are supported.
Watch Terry Games play the trackThe discussion also raises expectations about the scenery and how the track can be played. Alongside the enthusiasm, these requests help identify which details matter to players and which ideas need further investigation.
08 / Further explorations
Modelling the track, working on textures, colour and the composition of the scenery.
Exploring animated characters, moving platforms and hazards within the mod.
Connecting creation, export and testing, with scripts and tools to support iteration.
Let’s talk
A project, an opportunity, or a conversation about design.