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Case Study · 03 / 06 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. It takes the Source-engine movement lineage of air-strafing, surfing, and bunny-hopping and rebuilds those tricks as core features.

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 to customize weapons and gadgets mid-match.
  2. Weapons and movement gadgets: grappling hook, dash, minigun, rocket launcher.
  3. Arena level design, environment, and lighting.
  4. Player movement system with 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 as the shop's randomized offerings rewrite the meta on the fly. A support build becomes aggressive; a sniper becomes a mobility specialist.

Chapter 03

Weapons & Gadgets

Grappling Hook Dash Device

Grappling hook (top) · Dash device (bottom)

Movement gadgets

Gadgets extend the locomotion system. Each one is 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 give multiple ways to move up. No sharp corners accommodates high movement speeds. Symmetrical maps ensure balanced, competitive play. Falling off the map means knockback and jumps can punish.

First blockout top view First blockout 3D view

Step 01 · First blockout · 01 / 2025

Step 01 · First blockout

It 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

I 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 the layout for better 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 (top) · Orange zone (bottom)

Color-coded zones

The beta arena splits 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 (top) · White zone (bottom)

Zone character

Each zone tunes cover density, verticality, and sightlines. Red rewards aggression, white rewards patience. The zones force rotation over camping.

Vertical level design

Vertical play with 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 like air-strafing, surfing, and bunny-hopping into core features. I rebuilt them in Unity with their 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.

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