Sigfrido Cosmo - Game Design Portfolio
Hack & Run
First Person Running-Platformer

Game Concept
Running fast in first person
My goal was to build a prototype of a first person platformer with an emphasis on fast movement and special skills.
Combine the immersiveness of Mirror’s Edge with the challenge and speed of Super Meat Boy.
The player controls a program in a computer system, hacking his way into restricted-access memory shards, acquiring new skills that will allow him to progress.
Unlike many FPP platformer games that focus on air control, in this game the player must be careful and precise when jumping.
The player will gradually lose speed while airborne so he will want to stick to the ground to run as fast as possible.
I added savedata support so the game can be completed in more than one sitting.
Core mechanics
Player Skills

Jumping
Jumping is available from the start. Double Jump is unlocked progressing through the game.
Ground Pound
Quickly fall down to avoid losing speed and complete levels quicker.
A super-jump can be performed after a Ground Pound.


Dash
Dash in any direction, on the ground and in the air.
Consumes Energy.
Can be combined with a jump to perform a long-jump.
Wallrun
Run on any wall.
A powerful side-jump can be performed while wallrunning.


Grappling Hook
Pulls the player to the target location.
Consumes energy.
Can be combined with jumps to change trajectory.
Grants an extra air-jump after use.
Climbing
Pull yourself up when close to an edge.


Wallpush
Push against a wall to launch you in the opposite direction.

Game Feel
One of the goals of this project was to create a game that "feels" good to play.
These are the key points I used to achieve this result:
Player acceleration is not linear, it’s based on a custom tuned curve of values, the player feels the character’s weight and is rewarded for not bumping into obstacles since reaching max speed takes a few seconds.
FOV changes dynamically based on speed, this helps sell the feeling of running fast.
Player run animation and headbobbing change based on speed.
A screenshake effect is used when jumping and landing
Basic animations and sounds are implemented for all actions.
Air drag is simulated with a force that pulls the player in the opposite direction of his inertia.
Levels - Gallery
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Hack & Run - Trailer
