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Quota System

Title: Senior Technical Game Designer

Role: UI/UX Designer

Project: Wreck Runners

Company: Disruptive Games 

Platform: PC, Xbox, PS5

Engine: Unreal Engine 5

Release: July 2026

For Wreck Runners, we needed to communicate a lot of information to the player about progress towards meeting the team's salvage collection quota. I analyzed the problem, identified the needs, broke down the menu into defined states, then worked with our 2D concept artist to make the final version. You can see the full breakdown in the video. 

Playtests showed that people understand the design right away, but the one downside is people would deposit the quota, then assume they couldn't go back out. They assume they get one shot to deposit so they load the vehicle to the gills and risk timing out and losing. The debate is ongoing whether we let the players learn by playing and failing, or include this as part of the tutorial. I'm inclined to let players discover that on their own because adding it to the tutorial eliminates that interesting moment where players discover a good strategy.

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