When working on a multi-disciplinary game development team, the responsibilities of a game programmer are not limited to implementing cool game mechanics and features. We are often tasked with building asset-integration pipelines and editing tools. The most common tool we might need to implement early on in a production cycle is a custom level editor for the level designers on our team.
Before writing a single line of code, we need to keep in mind that our game has no randomness integrated into its core game systems. It's a game of skill in which players have the primary goal of reaching the top of the leaderboard by memorizing each track's intricacies and getting to the finish line as fast as possible.
Thus, based on these core design pillars, we can't use a solution such as procedural generation maps that spawn random obstacles based on specific rules and constraints. Consequently, the level designers in our team will have to design the layout...