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.

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