

VERTIGO (Multiplayer Steam Game)
VERTIGO (Multiplayer Steam Game)

VERTIGO (Multiplayer Steam Game)

VERTIGO (Multiplayer Steam Game)


Genre:
Multiplayer Platformer, Vertical Runner


Genre:
Multiplayer Platformer, Vertical Runner


Team Size:
2 Unity Developers, Game Designer, Level Designer, Technical Artist, QA Engineer


Team Size:
2 Unity Developers, Game Designer, Level Designer, Technical Artist, QA Engineer


Platforms:
PC (Steam)


Platforms:
PC (Steam)


Development Time:
Ongoing / Live Product


Development Time:
Ongoing / Live Product


Our Contribution:
Gameplay systems, level design, multiplayer features, optimization, QA, release support


Our Contribution:
Gameplay systems, level design, multiplayer features, optimization, QA, release support


Engine:
Unity


Engine:
Unity


Monetization:
Premium (Steam)


Monetization:
Premium (Steam)

Overview
Overview
Overview
Vertigo Rush is a competitive multiplayer vertical platformer where players race upward through a massive obstacle-filled environment. Precision movement, timing, and risk management define the experience — a single mistake can send players falling back down, creating high tension and replayability.
Our team joined the project to strengthen core gameplay systems, refine level design, improve multiplayer stability, optimize performance for PC builds, and polish the overall player experience for release on Steam.













Key Features
Key Features
Key Features

Vertical progression gameplay
Core gameplay revolves around climbing upward through increasingly complex platform sequences that test player skill and precision.

Multiplayer competition
Real-time multiplayer races where players see each other’s progress, falls, and recoveries.

High-risk movement mechanics
Mistakes are heavily punished through fall mechanics, encouraging mastery and careful play.

Physics-based platforming
Movement systems tuned for momentum, jump control, and environmental interaction.

Replayability through skill mastery
Progression is driven by player improvement rather than upgrades or stats.

LEVEL STRUCTURE & GAMEPLAY FLOW
LEVEL STRUCTURE & GAMEPLAY FLOW
Modular vertical level design
Levels are built from reusable modular segments, enabling fast iteration and scalable content updates.
Difficulty escalation
Obstacle complexity increases gradually with height, mixing timing-based, precision, and spatial challenges.
Visual landmarks
Environmental cues help players orient themselves vertically and anticipate upcoming challenges.

LEVEL STRUCTURE & GAMEPLAY FLOW
Modular vertical level design
Levels are built from reusable modular segments, enabling fast iteration and scalable content updates.
Difficulty escalation
Obstacle complexity increases gradually with height, mixing timing-based, precision, and spatial challenges.
Visual landmarks
Environmental cues help players orient themselves vertically and anticipate upcoming challenges.

LEVEL STRUCTURE & GAMEPLAY FLOW
Modular vertical level design
Levels are built from reusable modular segments, enabling fast iteration and scalable content updates.
Difficulty escalation
Obstacle complexity increases gradually with height, mixing timing-based, precision, and spatial challenges.
Visual landmarks
Environmental cues help players orient themselves vertically and anticipate upcoming challenges.

MULTIPLAYER & SYSTEMS ENGINEERING
MULTIPLAYER & SYSTEMS ENGINEERING
implementation and refinement of real-time multiplayer synchronization;
player position, movement, and state syncing;
handling edge cases during falls, respawns, and collisions;
optimization for stable online sessions;
scalable architecture for future content expansion.

MULTIPLAYER & SYSTEMS ENGINEERING
implementation and refinement of real-time multiplayer synchronization;
player position, movement, and state syncing;
handling edge cases during falls, respawns, and collisions;
optimization for stable online sessions;
scalable architecture for future content expansion.

MULTIPLAYER & SYSTEMS ENGINEERING
implementation and refinement of real-time multiplayer synchronization;
player position, movement, and state syncing;
handling edge cases during falls, respawns, and collisions;
optimization for stable online sessions;
scalable architecture for future content expansion.

DESIGN & ART
DESIGN & ART
We focused on clarity and readability over visual noise:
clear silhouettes and strong contrast for platforms and hazards;
environment composition supporting vertical navigation;
camera behavior tuned for upward movement and fall recovery;
minimal visual clutter to maintain focus during fast-paced gameplay;
visual consistency optimized for streaming and spectator clarity.

DESIGN & ART
We focused on clarity and readability over visual noise:
clear silhouettes and strong contrast for platforms and hazards;
environment composition supporting vertical navigation;
camera behavior tuned for upward movement and fall recovery;
minimal visual clutter to maintain focus during fast-paced gameplay;
visual consistency optimized for streaming and spectator clarity.

DESIGN & ART
We focused on clarity and readability over visual noise:
clear silhouettes and strong contrast for platforms and hazards;
environment composition supporting vertical navigation;
camera behavior tuned for upward movement and fall recovery;
minimal visual clutter to maintain focus during fast-paced gameplay;
visual consistency optimized for streaming and spectator clarity.

GAME DESIGN
GAME DESIGN
Our game design work centered on skill-based progression:
tuned jump physics, air control, and recovery behavior;
fall logic balancing punishment and frustration;
pacing designed to keep players engaged after failures;
multiplayer rules ensuring fairness and consistent outcomes;
systems structured to support new levels and game modes.

GAME DESIGN
Our game design work centered on skill-based progression:
tuned jump physics, air control, and recovery behavior;
fall logic balancing punishment and frustration;
pacing designed to keep players engaged after failures;
multiplayer rules ensuring fairness and consistent outcomes;
systems structured to support new levels and game modes.

GAME DESIGN
Our game design work centered on skill-based progression:
tuned jump physics, air control, and recovery behavior;
fall logic balancing punishment and frustration;
pacing designed to keep players engaged after failures;
multiplayer rules ensuring fairness and consistent outcomes;
systems structured to support new levels and game modes.

QA & TESTING
QA & TESTING
We ensured stability and competitive fairness through:
multiplayer stress testing under unstable network conditions;
physics edge-case testing for collision and movement exploits;
performance profiling across different PC configurations;
bug fixing focused on desyncs, soft-locks, and fall-related issues;
iteration based on internal playtests and community feedback.

QA & TESTING
We ensured stability and competitive fairness through:
multiplayer stress testing under unstable network conditions;
physics edge-case testing for collision and movement exploits;
performance profiling across different PC configurations;
bug fixing focused on desyncs, soft-locks, and fall-related issues;
iteration based on internal playtests and community feedback.

QA & TESTING
We ensured stability and competitive fairness through:
multiplayer stress testing under unstable network conditions;
physics edge-case testing for collision and movement exploits;
performance profiling across different PC configurations;
bug fixing focused on desyncs, soft-locks, and fall-related issues;
iteration based on internal playtests and community feedback.

OUTCOMES:
OUTCOMES:
Delivered a competitive multiplayer vertical platformer ready for Steam
Achieved stable multiplayer sessions with consistent physics behavior
Improved level readability and difficulty pacing
Reduced frustration through refined fall and recovery mechanics
Built a scalable foundation for future levels and modes

OUTCOMES:
Delivered a competitive multiplayer vertical platformer ready for Steam
Achieved stable multiplayer sessions with consistent physics behavior
Improved level readability and difficulty pacing
Reduced frustration through refined fall and recovery mechanics
Built a scalable foundation for future levels and modes

OUTCOMES:
Delivered a competitive multiplayer vertical platformer ready for Steam
Achieved stable multiplayer sessions with consistent physics behavior
Improved level readability and difficulty pacing
Reduced frustration through refined fall and recovery mechanics
Built a scalable foundation for future levels and modes

Let’s Build Your Next Hit product
Whether you're starting from scratch
or scaling an existing product, our team
is ready to help bring your vision to life.


Let’s Build Your Next Hit product
Whether you're starting from scratch or scaling an existing product, our team is ready to help bring your vision to life.


Let’s Build Your Next Hit product
Whether you're starting from scratch
or scaling an existing product, our team is ready to help bring your vision to life.













