Velocity Rush

Velocity Rush

Velocity Rush

Imagine you’re a delivery man in a cyberpunk city. As you look at the sprawling city, you get a suspicious call. Deliver the package in time, or you'll lose your job. Navigate the city with parkour and boosters to get to your location on time. Our team created a VR parkour delivery game in which the player can run, jump, climb, and boost themselves through the neon cyberpunk city. Will they get to their final delivery destination on time?

Imagine you’re a delivery man in a cyberpunk city. As you look at the sprawling city, you get a suspicious call. Deliver the package in time, or you'll lose your job. Navigate the city with parkour and boosters to get to your location on time. Our team created a VR parkour delivery game in which the player can run, jump, climb, and boost themselves through the neon cyberpunk city. Will they get to their final delivery destination on time?

Imagine you’re a delivery man in a cyberpunk city. As you look at the sprawling city, you get a suspicious call. Deliver the package in time, or you'll lose your job. Navigate the city with parkour and boosters to get to your location on time. Our team created a VR parkour delivery game in which the player can run, jump, climb, and boost themselves through the neon cyberpunk city. Will they get to their final delivery destination on time?

Genres

VR, Parkour, Action

Genres

VR, Parkour, Action

Development Status

In Development

Development Status

In Development

Team Size

4+

Team Size

4+

Role(s)

Tech Artist, Lighting, Compositing, Developer

Role(s)

Tech Artist, Lighting, Compositing, Developer

Role(s)

Tech Artist, Lighting, Developer

Tools / Engines

Unity, Photoshop, Substance Painter, C#

Tools / Engines

Unity, Photoshop, Substance Painter, C#

Tools / Engines

Unity, Substance Painter

Figure 1: Footage of Velocity Rush Gameplay

Figure 1: Footage of Hypoxia Gameplay

Figure 1: Footage of Velocity Rush Gameplay

My Responsibilities

My Responsibilities

  • Built core VR gameplay systems for running, climbing, and jumping in a parkour-focused experience


  • Iterated on movement to keep it responsive and comfortable for new VR players


  • Implemented respawn flow, timers for high scores, and pickup/delivery objectives


  • Took ownership of final visual composition, integrating assets with lighting and particle effects to achieve the team’s intended aesthetic.

  • Built core VR gameplay systems for running, climbing, and jumping in a parkour-focused experience


  • Iterated on movement to keep it responsive and comfortable for new VR players


  • Implemented respawn flow, timers for high scores, and pickup/delivery objectives


  • Took ownership of final visual composition, integrating assets with lighting and particle effects to achieve the team’s intended aesthetic.

  • Built core VR gameplay systems for running, climbing, and jumping in a parkour-focused experience


  • Iterated on movement to keep it responsive and comfortable for new VR players


  • Implemented respawn flow, timers for high scores, and pickup/delivery objectives


  • Took ownership of final visual composition, integrating assets with lighting and particle effects to achieve the team’s intended aesthetic.

Environment Modeling

Environment Modeling

Responsible for final in-engine level composition, integrating environment assets, lighting, and particle effects into cohesive scenes. After gathering assets from the design team, I assembled and refined the final game shots to align with the ambitious visual direction defined during early whiteboarding.

Responsible for final in-engine level composition, integrating environment assets, lighting, and particle effects into cohesive scenes. After gathering assets from the design team, I assembled and refined the final game shots to align with the ambitious visual direction defined during early whiteboarding.

Figure 2: Snapshot of Environment Before and After Final Baked Compositing

Figure 1: Footage of Hypoxia Gameplay

Figure 2: Snapshot of Environment Before and After Final Baked Compositing

Running and Climbing Mechanic

Running and Climbing Mechanic

Designed VR locomotion for a parkour-focused game centered on continuous motion. For running and climbing, built a system using natural arm movement where player speed is driven by controller velocity rather than button input, with momentum-based climbing that allows players to grab, pull, and propel themselves for a more physical and responsive feel.


Iterated on input design to improve consistency and moved away from head-based tracking due to unreliable acceleration behavior.

Designed VR locomotion for a parkour-focused game centered on continuous motion. For running and climbing, built a system using natural arm movement where player speed is driven by controller velocity rather than button input, with momentum-based climbing that allows players to grab, pull, and propel themselves for a more physical and responsive feel.


Iterated on input design to improve consistency and moved away from head-based tracking due to unreliable acceleration behavior.

Figure 3: Run-in-Place Locomotion (Left) and One / Two Hand Grab (Right)

Figure 1: Footage of Hypoxia Gameplay

Figure 3: Run-in-Place Locomotion (Left) and One / Two Hand Grab (Right)

Ski Jump Mechanic

Ski Jump Mechanic

For jumping, created a ski-jump-style mechanic where players grab and pull to launch themselves upward, making the motion feel more natural and physically grounded in VR.

For jumping, created a ski-jump-style mechanic where players grab and pull to launch themselves upward, making the motion feel more natural and physically grounded in VR.

Figure 4: Footage of Ski Jump Mechanic

Figure 1: Footage of Hypoxia Gameplay

Figure 4: Footage of Ski Jump Mechanic

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi