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Project Overview

 

Shmup is a local multiplayer "shoot-em-up" that is designed to be fast-paced and fun to play or watch so that as many people can be drawn in as possible. 2-4 players can start a game with their match preferences in the menu.

I created this as a side project for a creative show held for final year games students rather than showcasing my portfolio - I was held back a year to work on my Dare to be Digital project, Pathos.

Design Objectives

 

  • Fast gameplay that is fun to both play and watch.

  • Pull mechanics from competitive shooters to create a balanced mix.

  • Capture the "Fiero" feeling for every player, skilled or not.

  • Scaled to be created in a short amount of time (2 weeks).

Platform:

 

Windows/PC

 

Engine:

 

Unity 5

 

Scripting Language:

 

C#

 

Pipeline:

 

Unity 5, Visual Studio 2015, Photoshop CC, Maya 2016

 

Project Completed:

 

June 2016

Team Size:

 

1

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Creative Show 2016

  • Shmup was created in time to showcase at the event.

  • Many visitors got to sit down with their friends and play the game.

  • The Fiero effect was seen in each match - more effectively when a player defeated their friends.

  • Allowed footage to be taken of the game in action.

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Weapon Design

  • Gave me insight into how video game guns use many different parameters.

  • These parameters allowed me to create different gun behaviours.

  • Different gun behaviours then brought the level design together.

Balancing

  • Only one map could be created in the time-frame - used as experiment.

  • Players have equal opportunity to access each weapon type.

  • But the experiment was to test if players would understand their starting positions for weapon placements:

    • Top spawns have equal opportunities for mid-battle weapons.

    • Bottom spawns have equal opportunities for start-of-battle weapons.

    • Bazooka is just in range of top spawns to tempt top players to bring the battle to the middle after learning the map.

  • The sniper rifle is placed with long sight-lines and the bazooka is given a wide battle area to lower risk of self-injury - the middle ramp balances the fact that it is quicker for top spawns to gain a power weapon.​

  • Top rifles are a risk/reward situation offering a better weapon with better line of sight of a narrow stretch (effectively a trap).

  • Once players remembered the weapon placements, their tactics were in line with experiment predictions - can be seen in match recordings.

  • Weapon spawn cooldowns are varied between types but are short enough to allow a lot of action in a short match.

Respawning

  • Starting spawns are picked randomly for each player.

  • Respawn points are then used randomly after a player dies.

  • Starting and respawn points are placed in balanced positions from weapons.

  • "Bad" respawn points are used when a player has died frequently without gaining any kills (only used in 'deathmatch') which puts them close to the power weapons.

Gamemodes

  • Gamemodes allow me to offer different experiences in such a small game.

  • 'Deathmatch' works well for longer matches - winner is determined by most kills at the end of the match.

  • 'Elimination' works well for shorter matches - winner is determined by most lives left at the end of the match, if there is a draw then 'sudden death' begins.

  • I allowed the timer to be customised for both gamemodes so that players can set their own challenge.

Interface Design

  • Competitive play feeds a lot of information to the player but is accessed quickly with simple UI elements.

  • Health, life, ammunition and kill values provide the important statistics.

  • Each player has a personal timer for minimal eye movement.

  • A kill-feed constantly keeps players up to date and each line of data is coloured so that the player will instantly know if it relates to them.

Narrative

  • A World War 2 theme was added to the concept to help bring it to life.

  • This gives each weapon an identity which then allows players to recognise a weapons characteristics by its silhouette.

  • Due to time constraints the map could not be given an art pass - however, the UI, player character and weapons were able to be themed.

  • All assets, with the exceptions of the player model and audio, were created by myself.

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© 2026 by Rob Green - All trademarked materials by their respective owners.

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