An in-progress multiplayer vehicle combat game where velocity drives damage. I built visual systems for movement, abilities, dynamic projectiles, global match events, and progressive vehicle destruction while leading gameplay design and documentation.
- ROLE
- Technical Artist · Lead Design
- TECH ART
- Shaders, VFX, dynamic materials, render targets, gameplay feedback
- ENGINE
- Unreal Engine 5
- TEAM
- 6 people
- STATUS
- In development
Tachyon — official trailer
01:05
Velocity drives the game's visual response
Movement, damage, and feedback read from the same gameplay state. The visual layer communicates when the vehicle is building power, committing to an attack, or losing control.
- Movement range
- 55 m/s base terminal velocity · 85 m/s nitro ceiling
- Gameplay inputs
- Velocity, nitro state, damage, ability state, and event ownership
- Visual outputs
- Thruster intensity, heat shell, speed lines, projectile energy, shields, trails, and hit masks
- Implementation
- Parameterized materials, particle systems, render targets, and mesh sampling
Visual systems built from gameplay data
Two systems connect materials, particles, geometry, and runtime values so the game world itself communicates damage and velocity.
High-impact effects with distinct spatial silhouettes
Each ultimate communicates its area, direction, and duration while the vehicle remains in high-speed motion.
Readable state changes for short tactical windows
Material transitions, protective geometry, and temporal trails make each temporary state recognizable from the player and opponent perspectives.
Global events and velocity remain visible in combat
These systems expose match ownership and weapon power through the arena itself, vehicle markers, and projectile rendering.
Arena telemetry before production playtests
Autonomous runs make movement concentration, collision-heavy regions, projectile paths, hazards, deaths, and accuracy available for spatial review.
Specifications for implementation
The maintained document defines movement states, collision factors, damage relationships, abilities, arena rules, scoring, session flow, and interface requirements for implementation and iteration.
Speed trades steering precision for damage
Turning authority decreases as velocity rises. Braking restores control for aiming, while slopes, walls, and nitro rebuild the momentum that feeds projectile and collision damage.
- Tobias Arrieta — Lead Design
- Ken Arigo — Production
- Cris Odonel — Networking
- Jonathan Chieh Lin — Environment Art
- Bingliang Jiang — Character / Vehicle Art
- Dylan Barker — UI Programming







