A first-person movement shooter set in an open asteroid field. I implemented the systems that populated, bounded, and visually communicated that space.
- ROLE
- Technical Designer
- ENGINE
- Unity
- TEAM
- 6 people
- STATUS
- Shipped VFS team project
A moving combat space with no visible edge
The environment needed enough motion to remain active during a five-minute encounter while preserving the impression of open space.
One manager, reusable modules
Population, size distribution, motion, fragmentation, wrapping, ghost copies, and material fading were separated into tunable responsibilities.
Wrapping without visible teleportation
A darkened ghost copy continues the departing trajectory while the original is recycled. The copy fades and keeps its spin, hiding the discontinuity.
Parameters exposed for design iteration
The recorded configuration below shows the kind of control given to the level designer. Runtime safety and object lifecycle remained inside the implementation.
- Population
- 100 initial asteroids
- Spatial bounds
- 219.1 spawn radius · 280.7 wrap radius
- Motion
- Initial speed, maximum speed, rotation, direction bias, bias strength
- Fragmentation
- 3 children · 3 size tiers · impact threshold · inherited mass
- Wrap feedback
- Ghost lifetime, material, spin retention, fade distance
A directional control requested by level design
The level designer needed zones where the asteroid field suggested a direction of travel. I added a bias vector and strength value without replacing the system's random motion.
- Tobias Arrieta — Technical Design
- Patrick Christianson — Production
- Ken Arigo — Gameplay Engineering
- Brady AJ Winger — 3D Art
- Adrian DeRango — Level Design
- Quinn Van De Keere — AI Programming
Designer-tunable systems carried into the shipped build
The final game includes the asteroid lifecycle, directional bias controls, killzone feedback, player-driven shaders, post-processing, and cinematic destruction sequences.




