Project Page

Terminal Velocity

Terminal Velocity is a first-person platformer racing game where up to 4 players take on the role of Cosmic Mercenaries who go head to head in a race across galaxies! Players will have to utilize their omni-weapon to kill enemies in order to gain speed, create their own paths and harass their opponents to be crowned the winner!

In the game Terminal Velocity, i was in charge of the level and combat design of the game. I made our game's playable space with the key concepts of keeping the player moving through the levels and keeping them at a top speed, a key mechanic in the game.
Below are the gameplay features.
Gameplay Features

  • Point System: There are 2 different parameters that players can earn points from: What position they finish each gauntlet in, which earns them fixed amounts of points for each position, and how many style points they earn on each gauntlet. Below is a list of all the different parameters that can earn players points:

  1. What place a player comes in on a gauntlet (1st gives the most points, 2nd the second most points, etc)

  2. How many kills a player gets on a gauntlet

  3. How many times a player tethers on a gauntlet

  4. How many times a player punches another player or enemy

  • Speed Force: the speed you build up as an individual by killing enemies on the gauntlets. Speed Force is lost just as easily as it’s gained, so players will constantly need to be killing enemies in order to maintain top speed. Speed Force will follow a certain parameter of rules listed below:

  1. Players can earn a maximum of 100 speed force by killing two of the kinds of enemies in the game, lost souls and cosmic brutes.

  2. Each type of enemy drops a specific amount of Speed Force

  3. When a player kills an enemy, they automatically earn 50% of that enemies Speed Force, and to get the rest they must collect a pickup by running over where the enemy died.

  4. Enemy attacks reduce a player's overall Speed Force if hit.

  5. Catch up mechanic: The players who are farther behind have their speed force loss rate reduced, while the players who are ahead lose their speed force faster


  • Omni-Weapon: The Omni-weapon has 2 functions that allow the player to kill enemies and create platforms from a single weapon mode. Furthermore, the Omni-weapon can be used for a punching melee attack when in close range of players and enemies.

  1. Kill enemies: when used against enemies, the omni-weapon’s projectile kills a Lost Soul in 1 shot, and a Cosmic Brute in 2.

  2. Create platforms: When used on holographic platforms, the omni-weapon’s projectile turns them into solid platforms. Shooting the same platform will return it back to it’s holographic state.

  3. Punching melee attack: when within arms length range, players can press F to punch players and enemies knocking them off of platforms.



Pictured here is one of the 3 playable spaces i was in charge of.
For the duration of this project, i served at the Level Designer in a team of 6. We had a PM, 2 Artists (Env and Character) and 2 Programmers, (Gameplay and Networking)

Here is a wide shot of Gauntlet 1. The enemy's pictured with the flames around their heads, can be killed by the player and drop a movement speed pick up.

This was the hangar bay/Start area for the game. This bar served as an opening set piece for our players before opening up into space (the rest of the levels) I helped to create the concept on this area with our environmental artist.

At the end of our levels, the players would race to get to the Portal. This would mark the end of the "level". Players who reached the end of the level gained points that contributed to their overall score, the player with the highest score at the end of the 3 levels would be deemed the winner.