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UNITY · 2D RACING · MOBILE

Need For Trees

Thirty handcrafted racing levels built around a simple idea: have fun, build momentum, and help bring a forest to life.

MY ROLE

Project lead · Creative director · Sole programmer · Level designer

PROJECT CREDIT

Programming and level design by Cameron Clark.

Need For Trees game artwork
BEHIND THE GAME

Racing for a greener world

Players race for fast times and high scores across 30 custom levels. The game was designed to connect score and XP milestones to real-world tree planting, making progress part of a wider environmental theme.

Vehicles & obstacles

Vehicle themes represent real trees. Levels combine static hazards, pursuing obstacles, and proximity-triggered challenges to keep the racing varied and reactive.

Timing & scoring

Better times and scores earn more XP and fill the tree meter. Earning a gold rank on every level unlocks the Golden Tree, giving players a long-term mastery goal.

A world that changes with progress

The first ten levels show an empty, struggling landscape. Foliage returns through the middle ten levels, and the final set becomes lush and bright. Each level has its own music, with the soundtrack moving from darker moods toward happier, more energetic tracks.

Nature in the interface

Wooden buttons and nature-themed interface elements connect menus and gameplay to the game’s environmental purpose. The visual language keeps the theme present throughout the experience.

Thirty handcrafted levels

Each level has its own obstacles and shortcuts. The layouts support repeat play as players learn faster routes and improve their scores.

A CLOSER LOOK

From the game.

Level design in motion.

Need For Trees level design
HAVE SOMETHING IN MIND?

Let’s make a game.

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Codename: Shifter