Cooper Yang
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VECT0R

Game Designer, Level Designer2025.1 - Present

- FPS, Unity
- 2v2 Arena Shooter: Emphasize high movement speed
- Evolving Loadout System: Allows players to customize and upgrade their loadout throughout each round.

contributions
  • 01Card-Based Loadout System: Designed and developed a flexible loadout mechanic that allows players to customize weapons and gadgets throughout the match.
  • 02Weapon and Movement Gadgets: Designed and developed various weapons and gadgets, like grappling hook, dash, minigun, rocket launcher etc.
  • 03Level Layout, Environmental Art & Lighting: Planned and designed the arena, ensuring a balanced layout, cohesive aesthetics, and engaging atmosphere.
  • 04Player Movement System: Implemented core movement mechanics to deliver responsive, high-speed gameplay.

Core Game Loop / Mechanics

Card Based Loadout

Card-based loadout

Every match feels fresh and unpredictable thanks to randomized card options and evolving loadouts. Cards serve as the core of your strategy, offering an array of weapons, buffs, and gadgets. During the preparation phase, a shop displays randomized card options, ensuring each round requires new tactics and adaptations.

Loadout gameplay

Weapons and Movement Gadgets

Grappling Hook

Grappling Hook

Dash Device

Dash Device

Shotgun

Shotgun

Minigun

Minigun

Rocket Launcher

Rocket Launcher

Level Design

Initial Guidelines:

- Ample Vertical Spaces — Players should have multiple ways to move vertically.

- No Sharp or Tight Corners — Accommodates high movement speeds.

- Symmetrical Maps — Ensures balanced, competitive play.

- Falling Off the Map — Players can be knocked or jump off edges.

Arena overview
Step 01 — 1st Blockout

Map exceeded optimal size, delaying enemy encounters.

Step 02 — 2nd Blockout

Reduced scale but insufficient obstacles; players gravitated toward center.

Step 03 — Blockout Rework
Blockout rework sketches

Introduced blockout metrics to refine scale.

Step 04 — Alpha

Refined layout with improved spatial flow.

Step 05 — Beta / Final
Beta main view

Adopted a brutalist architectural style, highlighting concrete materials to establish a stark, grim atmosphere — perfectly complementing the abstract nature of the levels.

Vertical level design

Movement System

Movement system diagram

Vect0r's movement system takes inspiration from the Source Engine, turning traditional "exploits" — like air-strafing, surfing, and bunny hopping — into core features. Recreated in Unity with our own spin, the system offers advanced mobility options such as sliding, auto-bhopping, and rocket jumps.

I also developed various movement gadgets, including jump pads, dashes, and double jumps. Each weapon has unique recoil that can alter a player's trajectory, adding another layer of skill and strategy to combat.