Horizon Rush / 2025

"Horizon Rush" is a fast-paced 3D endless runner where players guide a constantly moving sphere across minimalist, vaporwave-inspired platforms. By tapping left or right, they avoid holes and obstacles while the terrain collapses behind them, collecting disks to unlock new sphere skins. The game offers quick, reactive, high-score-driven sessions with a clean and simple visual style perfect for mobile play.

Genre: Mobile, Endless Runner, Arcade

Engine: Unity

Team Size: 2

Duration: October 2024 - February 2025 (5 Months)

Platform: Android (Google Play Store)

​My roles:


General Game Design

Ideation and implementation of new gameplay systems to enhance engagement and replayability:

  • Design of the disk currency system and cosmetic skin unlocks.
  • Creation and tuning of the speed-boost mechanic linked to disk collection.
  • Reinforcement of stage progression with alternating tension–relief phases, including speed bursts and visual transitions.
  • Contribution to camera adjustments and general gameplay feel.


UI/UX Design

  • Complete design and implementation of the minimalist, vaporwave-inspired UI.
  • Organization of menu flows, transitions, and in-game HUD optimized for mobile play.


Monetization & Reward Systems

  • Design and integration of optional rewarded-ads features (revive and currency-doubling).
  • Ensured all ads were voluntary, non-intrusive, and reward-focused.


General Development

  • Iteration on gameplay polish, feedback systems, and overall user experience.
  • Collaboration across design and implementation to maintain coherence and quality.
Development Process

When I joined the development of "Horizon Rush", the core gameplay already offered a solid foundation: a sphere moving forward on an endless track, avoiding gaps and obstacles through simple left–right taps. A basic stage-change system was also in place, temporarily pausing the collapsing terrain and shifting the scene’s colors to maintain visual freshness.

However, the existing structure lacked the systems necessary to sustain engagement over time, provide long-term motivation, and shape a meaningful emotional curve for players.

My contribution focused on expanding and refining these foundations, transforming the prototype into a more rounded and compelling endless runner through a series of targeted design interventions.


The following video shows the state of the game BEFORE the updates I contributed to:

0. Strengthening Motivation and Progression

One of the first gaps I identified was the lack of meaningful long-term goals. To address this, I introduced a disk currency system that players could collect during runs. The disks could be spent to unlock new sphere skins, creating a clear sense of progression and giving players aesthetic rewards to work toward.


This addition served two purposes. It strengthened the player’s sense of achievement through collection and completion, and it introduced personalization options that encouraged players to return and continue improving their runs.


1. Enhancing the Moment-to-Moment Gameplay

While examining the gameplay flow, I saw the need for an additional layer of moment-to-moment engagement that would enrich decision-making without complicating the controls.

To achieve this, I designed and tuned a speed boost that activates whenever the player collects a disk. The boost is not only a satisfying feedback element. It also gives players a strategic tool to recover from mistakes or temporarily outrun the collapsing terrain behind them.


This mechanic added depth to the gameplay while keeping the control scheme simple, which is essential for mobile experiences.


2. Refining the Tension and Relief Structure

A stage-change mechanic was already in the prototype, providing a brief pause in the collapsing ground and a shift in scene colors. I expanded this idea to reinforce the pacing system built on alternating tension and relief.


Every set distance, the player receives a short burst of speed, the pressure from the collapsing floor pauses, and the environment transitions to a fresh visual palette. I also introduced progression in both the sphere's maximum speed and in the patterns that control the appearance of holes and obstacles. The goal was to preserve the original tension-and-relief structure while ensuring the challenge increased over time. As the player advances, each procedurally generated section introduces a higher density of hazards, and the collapsing terrain accelerates after every stage.


This structure serves three design goals. It creates a readable rhythm between intensity and downtime, it segments the run in a way that helps players understand their progression, and it maintains visual freshness throughout longer play sessions while steadily raising the difficulty curve.


3. Improving Readability and Gameplay Feel

To support the improved flow, I refined the camera framing by moving toward a higher and more readable angle. This gave players better anticipation of upcoming obstacles and created a smoother and more responsive experience.


The change helped align the game with common readability standards in the endless runner genre.


4. Designing a Clean and Minimalist Interface

With the vaporwave-inspired art direction in mind, I designed and implemented the entire user interface. The goal was to create a clean and readable layout, with simple transitions and clear menu flows that matched the minimalist look of the game.


The interface was built to support fast play sessions and avoid unnecessary friction in navigation, while still reinforcing the overall aesthetic identity.


5. Building a Non-Intrusive Monetization Layer

I developed the rewarded ads system with a player-first mindset, using IronSource for ad integration. Advertisements were included only as optional actions that offered concrete benefits. Players could use an ad to gain a single revive after failing, or watch one at the end of the run to double the disks they collected.


This approach ensured that monetization was always tied to positive reinforcement rather than interruption, keeping the experience smooth and respectful of the player’s time.

Get In Touch

Please feel free to use my email address or contact me on LinkedIn if you would like to get in touch.


EMAIL / marzeddusimone@gmail.com

LINKEDIN / https://www.linkedin.com/in/simonemarzeddu