top of page
Course2Showcase_02.png

Tamiat Park

Tamiat park is a series of 3 golf courses, 2 which created in UE5 utilizing the landscape tool, landscape painting, and modelling to create placeholder assets.

These layouts are intended to be white boxes that feature colour to better identify elements of the golf course.

Initial 2D layouts

Key

Putting Green

Sand Trap

Exterior Forest

Fairway

Hole / Flag

Water

the Rough

Cliffs

Tee off zone

2k_jrLD_Golf.png

Course 1

Course Details

  • Par 5

  • Important Hazards

    • Large lake​

    • Triple sand trap

    • Elevated putting green

Gameplay Features

Lake Skip

Reward: Chance to reduce overall stroke count by 1.

Risk: Falling into the lake will add to your score instead.

Triple Sand Trap

Reward: Land in the middle gives you an easier second shot to reduce your overall strokes

Risk: Landing in a sand trap will increase your overall stroke count.

Player View Images

Course 2

Course Details

  • Par 6

  • Important Hazards

    • Large lake​

    • Large sand trap by green.

    • Forest skip

CourseOverview_02.png

Gameplay Features

Lake Skip

Reward: Chance to reduce overall stroke count by 1.

Risk: Falling into the lake will add to your score instead.

Sand Traps Near Green

These traps dive deeper into the ground making it tricky to get out of if the player lands in one.

Forest Skip

Reward: Clearing the gap can reduce your overall stroke count.

Risk: Failing to clear the gap leaves your ball in the rough, or in the trees making your next shots harder.

Player View Images

Backstory and Intent

Tamiat Park is a course that features unique landscaping, and tactical hazard placement to give each player a unique golfing experience.​

​The intent with this space was as follows:

  • Mesh together a realistic setting, with gamified elements to create unique corses.

  • Utilize hazards in a tactical way that forces the player to think about each of their shots..

  • Reward players with fewer strokes if they take risks through trickier paths.

  • Since golf is a game where players are always shooting different, I wanted to create a obvious critical path that players can attempt to stick too, and adapt their shots based on weather factors.

Approach

The initial stages began with the following:

  • Gathering online references for golf courses to enable the realism part of my intentions.

  • Understanding the variety of ways hazards can be used, and what the frequent rewards are (easier future shots, fewer strokes).

  • Figuring out what elements I can gamify to create courses that are different from what players often see in real life.

After research I discovered a few things I wanted to implement.

  • Shooting over water hazards offers fantastic risk vs reward as a failed attempt results in a negative bonus to your overall score.

  • Utilizing elevations for tee off zones, and the green.

  • Place natural hazards like trees in the way of a perfect shot forcing players to go around.

  • Rewarding future planning with better angles, cleaner shots, and fewer strokes.​

Challenges

The big challenge with these courses were designing risks that were worth the reward. I believe I solved this issue by doing the following.

  • If players are successful with their risky shot they are almost guaranteed a lower score.

  • The reward offered is balanced with equally difficult risk.

  • Intentionally planning so factors such as wind can influence the difficulty of risks.

bottom of page