Project Terminal
A downloadable game
Project Terminal
Project Terminal is an in-development multiplayer action project I worked on during my time at TriploZ, where I acted as Lead Game Designer with hands-on involvement in gameplay and UI prototyping.
🧩 Project Context
- Type: Multiplayer Action / Asymmetric Objective Game
- Status: In development (not publicly released)
- Studio: TriploZ
- Engine: Unity
The project focuses on structured asymmetric multiplayer gameplay, emphasizing coordinated team roles, objective-based interactions, and real-time system responsiveness.
🧠 My Role — Lead Game Designer / Gameplay & UI Prototyping
As Lead Game Designer, I was responsible for defining and iterating core gameplay loops, while also actively prototyping systems in-engine to validate design decisions.
- Definition and iteration of core gameplay systems and player loops
- Hands-on prototyping of gameplay features in Unity
- UI prototyping and implementation for gameplay flow validation
- Collaboration with programming and art teams to align systems and usability
- Rapid iteration of mechanics based on internal playtests and feedback
⚙️ Technical & Design Focus
- Gameplay Prototyping: validating mechanics directly in-engine to reduce design uncertainty
- UI Flow Design: building and iterating interfaces tied directly to gameplay feedback loops
- System Thinking: designing mechanics as modular systems for scalability in multiplayer context
- Iteration Cycle: fast prototyping → testing → refinement loop driven by gameplay feedback
🎯 Design Direction
The game is structured around asymmetric team roles where communication, timing, and objective control are key to match outcomes. My focus was ensuring that both gameplay systems and UI supported clarity, responsiveness, and fast decision-making.
🧠 What I Would Improve / Lessons Learned
Working on Project Terminal highlighted several key learnings around multiplayer design, prototyping workflows, and UI clarity in fast-paced environments.
- Earlier validation of core loops: Some gameplay assumptions would benefit from even faster early prototyping to validate fun factor before system expansion.
- UI readability under pressure: In hindsight, certain UI flows could be simplified further to reduce cognitive load during high-intensity gameplay moments.
- Separation of concerns in prototypes: Keeping gameplay logic more modular during early prototyping would improve iteration speed and reduce coupling between systems.
- Playtest frequency: Increasing iteration cycles with external playtests earlier in development would likely surface balance and clarity issues sooner.
⚠️ Portfolio Note
This project is still under development and has not been publicly released. All visuals, names, and information presented here are based exclusively on materials that have already been officially shared by the project’s owning company. No confidential or internal-only information is included.
I am no longer working at TriploZ as of March 2026.
| Status | In development |
| Author | Sérgio Macellani |
| Genre | Shooter |
| Content | No generative AI was used |




