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Case Study · 02 / 05 Jan 2025 — Present

VECT0R

Role
Game Designer · Level Designer
Context
USC Games (Thesis)
Engine · Genre
Unity · 2v2 Arena Shooter
Link
Itch Page ↗

Overview

VECT0R is a high-speed 2v2 arena shooter built in Unity. Source-engine movement lineage — air-strafing, surfing, bunny-hopping — reborn as core features, not exploits.

Each round opens with a shop of randomized cards that mutate your loadout, so every match plays differently from the one before it.

Contributions

  1. Card-based loadout system — customize weapons and gadgets mid-match.
  2. Weapons & movement gadgets — grappling hook, dash, minigun, rocket launcher.
  3. Arena level design, environment, and lighting.
  4. Player movement system — responsive, high-speed core locomotion.
Chapter 01

Core Loop

Game loop diagram Mechanics chart

Game loop (top) · Mechanics chart (bottom)

Systems at a glance

The round loop drives everything — prep, shop, fight, reset. Each phase feeds the next: cards bought in prep shape the fight, fight outcomes shape the next shop. A tight economy with room for long tactics.

Chapter 02

Card-based Loadout

Card-based loadout

Every match, a new deck

Every match feels fresh thanks to randomized card options and evolving loadouts. Cards are the core strategy layer — an array of weapons, buffs, and gadgets.

In the prep phase a shop surfaces a randomized hand; each round forces new tactics.

Loadout gameplay

Loadout in play — mid-match mutation

Mid-match mutation

The loadout is never locked. Players pivot between rounds — a support build becomes aggressive, a sniper becomes a mobility specialist — as the shop's randomized offerings rewrite the meta on the fly.

Chapter 03

Weapons & Gadgets

Grappling Hook Dash Device

Grappling hook (top) · Dash device (bottom)

Movement gadgets

Gadgets extend the locomotion system — each one a verb players combine with air-strafing, surfing, and bunny-hops. The grapple rewards long sightlines; the dash punishes hesitation.

Shotgun Minigun

Shotgun (top) · Minigun (bottom)

Weapon feel

Each weapon carries unique recoil that alters trajectory — shotguns rocket-jump, miniguns brake your slide, rockets fling you upward. Weapons are movement.

Rocket Launcher

Rocket launcher — the skill ceiling

Rocket jump

The rocket launcher is the high-skill anchor — vertical mobility, splash damage, and a heavy cost-per-shot. Mastering it unlocks traversal routes that no other weapon offers.

Chapter 04

Level Design

Arena overview

Arena overview — brutalist beta

Initial guidelines

Ample vertical spaces — multiple ways to move up. No sharp corners — accommodates high movement speeds. Symmetrical maps — ensures balanced, competitive play. Falling off the map — knockback and jumps can punish.

First blockout top view First blockout 3D view

Step 01 · First blockout — 01 / 2025

Step 01 · First blockout

Exceeded optimal size — the map was too large for the 2v2 cadence and delayed enemy encounters. Players spent more time traveling than fighting.

Second blockout top view Second blockout 3D view

Step 02 · Second blockout — 02 / 2025

Step 02 · Second blockout

Reduced scale — but players gravitated to the center, leaving flanks unused. A smaller map alone didn't fix the encounter problem.

Rework sketch

Step 03 · Rework — 03 / 2025

Step 03 · Rework

Introduced blockout metrics to refine scale — jump arcs, dash distances, and rocket-jump heights mapped to grid units. Every wall height became a decision.

Alpha 3D view Alpha 3D view 2

Step 04 · Alpha — 04 / 2025

Step 04 · Alpha

Refined layout with improved spatial flow — tested with players, measured time-to-first-contact, adjusted vertical routes based on heatmaps.

Beta 3D view Beta 3D view 2

Step 05 · Final — Beta

Step 05 · Beta · Final

Adopted a brutalist concrete style — a stark atmosphere matching the abstract, movement-first levels. The aesthetic reinforces the metric grid underneath.

Blue zone Orange zone

Blue zone (left) · Orange zone (right)

Color-coded zones

The beta arena is split into four color zones — blue, orange, red, white — each with a distinct role in competitive play. Call-outs become intuitive; team coordination gets faster.

Red zone White zone

Red zone (left) · White zone (right)

Zone character

Each zone tunes cover density, verticality, and sightlines — red rewards aggression, white rewards patience. The zones force rotation, not camping.

Vertical level design

Vertical play — rocket jumps and grapple routes

Verticality

The map's vertical stack pays off the movement system — every level of the arena is reachable through at least two gadget routes, and most through three.

Chapter 05

Movement System

Movement config — physics, view, crouch, jumping settings Movement config — physics, air, ground, crouch, sliding settings

Movement config — Source lineage, Unity spin

Exploits as features

VECT0R's movement takes its lineage from the Source Engine, turning traditional exploits — air-strafing, surfing, bunny-hopping — into core features. Rebuilt in Unity with its own spin: sliding, auto-bhop, rocket jumps.

I also built movement gadgets — jump pads, dashes, double jumps. Each weapon carries unique recoil that alters trajectory, layering skill and strategy into combat.

Next · 03 / 05 Epitaph 1997 →