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Role: Technical Game Designer
Genre: First-person narrative zombie survival
Engine: Unity Engine
Team size: +-100
Platform: Meta Quest, PS VR2, Pico & Steam
Studio: Vertigo Games
Arizona Sunshine® 2, the next-gen sequel to the fan-favorite VR apocalypse, packs even more gore-geous zombie action within a post-apocalyptic world where every bullet counts, experience the thrill of realistic combat as you wield all-new and fan-favorite weapons--from shotguns to machetes and flamethrowers.
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And what's better than braving the end of the f*cking world? Surviving it with your new best friend--Buddy. Not only is Buddy your four-legged companion through thick and thin, he’s also the goodest boy and will help take down those pesky Freds for you.


GAME/TECHNICAL DESIGN
WEAPON COLLISIONS
RANGED WEAPONS
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Created collisions for all long-range weapons while holding the weapons ​
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Body collisions​
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Collisions that would move with the weapons sliders
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Collisions that would be removed & added when inserting and ejecting a magazine
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Created collisions for all long-range weapons while dropping the weapons
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Had close contact with programmers to define best way of implementations for take performance in mind
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To ensure emerging gameplay by making weapons respond to the environment how the player would expect
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MELEE WEAPONS
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Created collisions for all Melee weapons while holding the weapons ​
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Body collisions​
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Collisions that would be removed when the melee weapon gets broken
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Created collisions for all melee weapons while dropping the weapons
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Had close contact with programmers to define best way of implementations for take performance in mind
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To ensure emerging gameplay by making weapons respond to the environment how the player would expect​
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Ranged Weapon Holding collisions

Ranged Weapon Drop Collision

Ranged Weapon Collision Moving With Slider

Melee Weapon Holding collisions

Melee Weapon Drop Collision
EXPLOSIVE BALANCING AND VFX
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Balanced the throwable and stationary explosives to better soot the gameplay by making the item more rewarding and worth having for the player and creating a more overwhelming effect
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Improved and created the visual effects of the explosions of the throwable explosives. To better convey and support the feeling of the strength of the throwable explosives

Mine balancing + Visual Effects

Barrel Balancing + Visual Effects

Barrel Balancing + Visual Effects

Molotov Balancing + Visual Effects
ACHIEVEMENT DESIGN
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Research into competitors in first-person VR survival games.
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Created 60+ achievements ideas that would fit the gameplay, USP of the game and support the different types of players
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Created sooting achievement names
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Created sooting achievement icon proposals




ITEM PASS
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Performed a collision pass for all items while holding the items.
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Performed a collision pass for all items while dropping the items.
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Implemented and adjusted collisions for items while dropping and holding the item.
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Reported item problems to the code and animation department when needed.
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To ensure emerging gameplay by making weapons respond to the environment how the player would expect

Item Pass
PROJECT ROLES & CONTRIBUTIONS
GAME/TECHNICAL DESIGN
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Achievement design
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Implemented collisions for 30+ ranged and melee weapons
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Weapon muzzle flash placement
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Colorblind pass on all UI elements
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Collision pass on all items and interactables
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Explosive balancing
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Implemented explosion VFX.
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Identifying problems and problem-solving
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Proposal improvements for weapon feel
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Research in the VR market & VR competitor games and proposing ideas to the company
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QA Testing.
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Playtest/Iterations.
LEARNINGS
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VR Games Market
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VR hardware Marker
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VR best practices for developing VR games
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How to use Vertigo Games its in-house tools
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How to perform achievement design
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How to set up collisions within Unity Engine that can adapt based on certain weapon states
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How to use the visual effect system within Unity Engine
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How to create and adjust visual effects within Unity Engine
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Different types of colorblindness and how to adapt the UI to make it colorblind-friendly