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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.

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GAME/TECHNICAL DESIGER

GAME/TECHNICAL DESIGN

WEAPON COLLISIONS

RANGED WEAPONS

  • Created collisions for all long-range weapons while holding the weapons ​

    • Body collisions​

    • Collisions that would move with the weapons sliders

    • Collisions that would be removed & added when inserting and ejecting a magazine

  • Created collisions for all long-range weapons while dropping the weapons 

  • Had close contact with programmers to define best way of implementations for take performance in mind

  • 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 ​

    • Body collisions​

    • Collisions that would be removed when the melee weapon gets broken

  • Created collisions for all melee weapons while dropping the weapons 

  • Had close contact with programmers to define best way of implementations for take performance in mind

  • 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

  • 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

  • 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

  • Research into competitors in first-person VR survival games.

  • Created 60+ achievements ideas that would fit the gameplay, USP of the game and support the different types of players

  • Created sooting achievement names

  • Created sooting achievement icon proposals

ITEM PASS

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  • Performed a collision pass for all items while holding the items.

  • Performed a collision pass for all items while dropping the items.

  • Implemented and adjusted collisions for items while dropping and holding the item.

  • Reported item problems to the code and animation department when needed.

  • To ensure emerging gameplay by making weapons respond to the environment how the player would expect

Item Pass
PROJECTS ROLES & CONTRIBUTIONS

PROJECT ROLES & CONTRIBUTIONS

GAME/TECHNICAL DESIGN

  • 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

  • VR Games Market

  • VR hardware Marker

  • VR best practices for developing VR games

  • How to use Vertigo Games its in-house tools

  • How to perform achievement design

  • How to set up collisions within Unity Engine that can adapt based on certain weapon states

  • How to use the visual effect system within Unity Engine

  • How to create and adjust visual effects within Unity Engine

  • Different types of colorblindness and how to adapt the UI to make it colorblind-friendly

Learnings
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