Champions Stable: Equestrian Dynasty (2026)

Champions Stable: Equestrian Dynasty

(2026)

Champions Stable is the ultimate equestrian racing management experience. Train, breed, and race your champion across world-famous tracks. Form unforgettable bonds as you ride freely in an open world with stunning visuals.

“This was an ambitious project, built using a rather challenging engine that I wasn’t yet very familiar with. In fact, it was my first professional project developed in Unreal. I had to “learn as I went,” drawing upon my entire skill set – encompassing UX, game design and development.”

UX/UI Design & Redesign: Redesigned existing game interfaces according to project requirements, refining layouts, visual hierarchy and usability. Designed new interfaces and UI components where needed, including their visual elements, interaction behaviours and iconography.
Open World & Level Design: Redesigned existing racetracks and designed new Auction and Negotiation environments using available assets, collaborating with an artist on selected assets. Designed and developed the Open World environment, supported by dedicated asset research and technical exploration.
Open World Game Design: Developed the Open World feature concept and documented its design in a Game Design Document (GDD). Designed and prototyped gameplay mechanics, defined the open-world character controller and designed the related UI.
Programming: Implemented UI features using Unreal Engine Blueprints and C++, and prototyped an Audio Manager.
Additional Graphic Contributions: Contributed occasional graphic assets for marketing materials.

UX Improvements

Interface redesign

Interfaces prototype

Find out more

The full game has not yet been released. Selected examples of my work are showcased here, while the complete Figma draft, including design decisions, iterations and the development process, will be made publicly available once the project is completed.

Levels

The Capannelle Racecourse

The Meydan Racecourse

The Ascot Racecourse

The Longchamp Racecourse

I was responsible for modeling and texturing the terrain, creating a faithful, scaled-down reproduction of the actual racetrack based on its real-world dimensions. Then, I completed the scene through level dressing, utilizing assets I had on hand from various packages, as well as assets commissioned from an artist. The vegetation and materials used were prototypical, intended to be replaced later by more suitable assets.

The auction level features assets commissioned from an artist, designed to faithfully replicate a realistic horse auction.
I was responsible for placing these assets within the level and completing the scene with lighting and additional decorations.

The negotiation level was created by assembling assets that were already available to the team. I took a creative approach to repurposing assets from various packages, aiming to establish a cohesive and meaningful atmosphere.

Open World

The Open World feature, including its gameplay mechanics and environment, is still under development. For this reason, related development materials cannot yet be made publicly available. Screenshots, videos, and the GDD of the feature will be released soon.