Shooting Range & Ice Cream
I took part in this project alongside another developer for a funding application. We worked closely with a 3D artist, a 2D artist, and a narrative designer, collaborating as a small multidisciplinary team to build a functional and coherent prototype that showcased the core vision of the game.
Skill focus: Core gameplay loop implementation, teamwork and documentation writing
Time spent on project: 2 months
I implemented both the shooting system and the target spawning system. To make the tools more accessible, I redesigned the spawning workflow so non-developer team members could easily adjust key parameters without touching code. This included customizing the timing of each target’s appearance, choosing their exact positions, and selecting different target types for each sequence. The goal was to create a flexible and user-friendly setup that allowed designers and artists to iterate quickly and shape the pacing of the shooting experience.