Contract - Sniper
A one-month solo prototype exploring ‘puzzle sniper’ gameplay (Hitman Sniper inspired), focused on interaction systems, NPC behavior, and mission structure.
Quick facts row (short, 1 line each):
Role: Game Developer (design and implementation)
Context: Professional prototype (solo)
Tools: Unity, C#, A* pathfinding, state machines
Timeline: ~1 month
Status: Prototype (concluded)
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What I owned / delivered
Built the core sniping mechanic: physics-based shooting, slow-motion follow-the-bullet kill shots, and impact/blood decals.
Built an NPC system: outfit randomization, ragdolls, patrol routes using A* navigation, custom state machines, and reactive behavior to environmental events.
Implemented systemic interactions: destructible props and explosives, accident-kill setups, and a scoring system that rewards creative solutions.
Designed and implemented mission structure: unique targets, goals, and level objectives.
Built two playable levels using Asset Store packs focused on sightlines, interesting patrol paths, and potential for puzzle setups.
What to Notice (3 bullets) in video/build
Systemic problem solving: You are not just aiming, you are planning and setting up interactions.
NPC readability and reactions: Patrols, state changes, and how the world responds to a shot.
Creativity incentives: Destructibles and scoring encouraging experimentation rather than a single solution.
Context
Player Goal: Explore the level through a rifle scope and solve a target like a puzzle, using shots to trigger chain reactions.
Core Loop: Start a level and be given a target → Search the level for the target → Find a good way to shoot them → Execute the plan.
Purpose of the prototype: Built as a close Hitman Sniper reference implementation: the goal was to reproduce a proven “puzzle sniper” loop quickly and cleanly, then evaluate it through publisher testing rather than invent a new design.
Design goals and Constraints
Validate the core loop quickly: get to “spot target -> plan -> execute -> replay” with satisfying feedback.
Support creative solutions: interactions and scoring that reward experimentation and discovery.
Readable AI: NPC patterns and reactions that are learnable and telegraph player impact.
Time-boxed solo prototype (~1 month): prioritize mechanics, game feel, systems, and mission flow over art, polish, or content volume.
Target spec: prototype built to match an existing reference closely, not to explore new design space.
Build
video
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