
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!
Thank You for Playing!
Thank You for Playing!

