Internal design + art case study

WheelChair Mayham

Chaos built around player control. A compact downhill arcade concept shaped through movement feel, wobble, recovery, level flow, and readable risk-reward choices.

Game designLocal archive
WheelChair Mayham game-design presentation showing downhill wheelchair racing chaos.Archive capture
Discipline

Game design

Focus areas
  • Movement + drift
  • Wobble recovery
  • Level flow
Archive status

Original project material is now presented inside this portfolio.

Project record
01
Project overview

Design intent, made visible.

A compact downhill arcade concept shaped through movement feel, wobble, recovery, level flow, and readable risk-reward choices.

02
Focus areas

What the study explores.

  • Movement + drift
  • Wobble recovery
  • Level flow
03
Archive note

Process before polish.

These frames preserve the original visual and design exploration so the decisions remain inspectable.

Project context

The project in practice.

Design a simple, memorable arcade game that is immediately understandable, scoped for fast development, and built around one downhill map with strong replay value.

A young man in an ordinary manual wheelchair races down a dangerous mountain road toward the beach. The comedy comes from the ordinary chair colliding with an absurd, high-speed situation.

Project details

The decisions behind the work.

01

Project goal

Design a simple, memorable arcade game that is immediately understandable, scoped for fast development, and built around one downhill map with strong replay value.

  • Immediate readability
  • Compact production scope
  • Replayable downhill route
02

Core game concept

A young man in an ordinary manual wheelchair races down a dangerous mountain road toward the beach. The comedy comes from the ordinary chair colliding with an absurd, high-speed situation.

  • Third-person downhill racing
  • Traffic and crash chaos
  • Fart boost for survival
03

Design direction

Controlled loss of control, readable recovery, and flow through a single descending route guide the movement, drift, wobble, level, camera, and UI decisions.