Cooper Yang


Game Designer
Level Designer
 


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Level Desgin Samples

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©2025 Cooper Yang

Cooper Yang

Game Designer, Level Designer, Enemy Designer

VECT0R

Game Designer, Level Designer
2025.1-Present

︎ITCH PAGE
- FPS, Unity
- 2v2 Arena Shooter: Emphasize high movement speed
- Evolving Loadout System: Allows players to customize and upgrade their loadout throughout each round.


My Contributions


- Card-Based Loadout System: Designed and developed a flexible loadout mechanic that allows players to customize weapons and gadgets throughout the match.

- Weapon and Movement Gadgets: Designed and developed various weapons and gadgets, like grappling hook, dash,  minigun, rocket launcher etc. 

- Level Layout, Environmental Art & Lighting: Planned and designed the arena, ensuring a balanced layout, cohesive aesthetics, and engaging atmosphere.

- Player Movement System: Implemented core movement mechanics to deliver responsive, high-speed gameplay.


Core Game Loop/Mechanics


Card Based Loadout

Every match feels fresh and unpredictable thanks to randomized card options and evolving loadouts.

Cards serve as the core of your strategy, offering an array of weapons, buffs, and gadgets. During the preparation phase, a shop displays randomized card options, ensuring each round requires new tactics and adaptations.

WEAPONS AND MOVEMENT GADGETS 

Grappling Hook
Dash Device
Shotgun
Minigun
Rocket Launcher

Level Design

Initial Guidelines 
1. Ample Vertical Spaces – Players should have multiple ways to move vertically.
2. No Sharp or Tight Corners – Accommodates high movement speeds.
3. Symmetrical Maps – Ensures balanced, competitive play.
4. Falling Off the Map – Players can be knocked or jump off edges.
1st Blockout Iteration
1. The map was way too large, causing long delays before encountering enemies.


2nd Blockout Iteration
1. Reduced the map’s size, but it now lacked sufficient obstacles.
2. Players tended to gravitate toward the center of the map.
Blockout Rework Sketches
1. Kept only the center area (the most interesting part).
2. Added a third floor for increased verticality.
3. Introduced more obstacles to enhance cover and strategic movement.
4. Placed resources to create choke points and direct player flow.
3rd Blockout Iteration 
1. Introduced blockout metrics to refine scale and prevent the map from becoming too large.
Level Art
Adopted a brutalist architectural style, highlighting concrete materials to establish a stark, grim atmosphere—perfectly complementing the abstract nature of the levels.
Lighting Rules
1. Blue & Orange – Mark the spawn points for each team.
2. Red – Used only on the -1 level.
3. White – Used exclusively on the upper level.

Movement System

Vect0r’s movement system takes inspiration from the Source Engine, turning traditional “exploits”—like air-strafing, surfing, and bunny hopping—into core features. Recreated in Unity with our own spin, the system offers advanced mobility options such as sliding, auto-bhopping, and rocket jumps.

I also developed various movement gadgets, including jump pads, dashes, and double jumps. Each weapon has unique recoil that can alter a player’s trajectory, adding another layer of skill and strategy to combat.