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BANG.

Bang, is an homage to light gun arcade games of the 90s, heavily influenced by classics like House of the Dead, Lethal Enforcers, and Area 51. This 2-button rail shooter puts the player in the shoes of an FBI Special Agent.

Time

July 2025 - May 2026

Role

Designer & Developer

Team

Solo

Tools

Unity 6, Figma, Blender, Visual Studio

(Can be completed in 5-10 Minutes)

Why I Chose to Make This: I wanted to make something that would let me very quickly get right into prototyping gameplay and user interfaces. I also wanted to scope-check myself as this would be my first game dev project in a long time. It had to be something that could be short and sweet, but also leave a lot of room for optional polish. I realized a rail-shooter would be perfect for this.

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Remembering the games I played at sports arenas and arcade restaurants as a kid, I thought about how much they were able to do with so little. I wrote my ideas down in my notes under the title Project Bang.

The Process: To keep myself on track, I set up a Trello for my tasks and goals. Since this was a solo project, rather than a sprint-cycle sort of format, I have broken up the project into phases which I fill out when it comes time. This means I can change my plans as I go if I find a better path while I'm iterating. It also provides me with little checkpoints which keep me interested and allow me to check if things are shaping up the way I want them to.

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Phase 1: The Shooting Gallery. Unsurprisingly, shooting was the first thing on the agenda. I wanted most, if not all, interactions in Project Bang to be done through the player's shooting. That means shooting would have to feel good to do. I needed to get a good idea of how clicking on enemies to make them dead would play before I did anything else.

Aiming with a crosshair based on a hitscan raycast from the camera.

Ammo counting with reloading and audio feedback for shots fired.

Ragdoll enemies that physically react based on where precisely they were hit.

I randomized the audio pitch of gunshots and reload sounds to make shooting feel less one-note and more authentic.

Phase 2: Progression, Movement, & Scene Transitioning. Now it's time to make the rail shooter feel like one. A key part of the genre is the fixed path player between scenes. Traditionally, the player gets moved from environment to environment, shooting enemies as they pop up based on context of the scene. When all of the scenes are cleared, the level is over. I would have to implement my own version of this. 

Moving between scenes with rotation and smooth Lerped movement.

Enemies enter scenes based on a timer that begins when the player enters an area.

Main menu interaction to set up the beginnings of the user experience.

I needed to think a bit harder for this phase. I created a small flowchart of how the enemies would appear, die, and tally up to move the player forward.

Phase 3: Death & Enemies. The first introduction of actual gameplay. The goons that have been little more than target dummies up until this point would now be armed with placeholder weapons and effects to visually show their intent and ability to fire. By the end of Phase 3, they were able to shoot and kill the player in a simple test level environment created to emulate gameplay like a thin vertical slice.

Enemies must aim before firing, based on a range of float times I set for them.

Player takes damage whenever an enemy successfully aims and fires.

Basic Game Over and reset has been implemented and can be expanded later. 

Guns are physics objects that fall from the enemies' grip when they are dispatched, because it's fun.

Phase 4: UI/UX First Pass. The User Interface follows the player anywhere they go throughout the experience. UI acts as a bridge between the player and the game world, facilitating clear interaction between the two. UI/UX is the first aspect of design that greets the player upon booting up a game, and often the last thing that waves them goodbye when they leave. It's good to start UI/UX early.

Meta UI Ammo is represented by the rounds remaining in six discrete revolver chambers.

Player Health is represented by placeholder crosses- each representing one hitpoint.

Pause and Quit functionality has been implemented allowing for better QoL.

These are all first-pass additions, but help me (and soon testers) get a better idea of how the game looks and feels before committing too much in any one direction.

Phase 5: The First Playtest. At this stage, Project Bang has gameplay and enough user interface to begin testing the core gameplay loop. For this phase, I will refine certain aspects of gameplay and make minor adjustments to the level design. Then I will issue copies of the game client to a small, curated test group in order to gain feedback on how I am doing so far. This effort could save me in the long run.

Playtesting revealed that players had difficulty discerning when they were being shot.

Bullet hole UI as well as camera shake helps give feedback and impact for taking damage.

Menus and Visuals were largely redone, to better reflect the 90s.

VCR-like chromatic abberation and film grain was introduced. Menu interfaces and fonts were swapped to reflect the new 90s grunge action aesthetic.

Reaching MVP: After Phase 5, I relaxed the "phases" and started just pulling tasks from a single backlog, as they no longer really fit into specific categories. I worked on this somewhat casually, at one point taking a month or two-long break before returning to the project. After completing the first level in Bang, I had most of the mechanics and level-building tools I was creating refined. This made it take only a week to make level 2. It's a wonder what laying strong groundwork can do for output.

The Final Product:
- 2 Stages

- A Coherent Narrative
- Main Menu with Mission Select
- High Score Keeping for Level Completion Time

- A Renewed Confidence That I Can Make Games and other Highly Interactive Media

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