
Sniper Master

Overview
A level-based sniper game built around chained explosives and shootable triggers. Read the scene, find the shot that solves it, take it.
Game Programmer · mechanics and level pipeline
I worked across the shooting itself, covering the gun, the bullet, the aim button and the perspective zoom, and across the objects that turn a level into a puzzle. Bombs, grenades, a pulley drop and shootable buttons, chained so that a grenade sets off a bomb and the bomb clears the room.
I also built the level pipeline: a creator ScriptableObject and per-level data for enemy counts, then used it to build and test levels myself.

My contributions
Shooting and aiming
- Built the shooting core (gun, bullet, aim button) with input-driven aim, perspective zoom and bullet speed tuning, plus a head trigger for headshots with its own audio.
- Hardened the input path against the states that actually break a shooter: rapid-fire button spam, aiming after a screen change, and the first attempt of a session failing silently.
Puzzle objects
- Built bombs, grenades, a pulley drop and shootable buttons as independent objects that each respond to being hit, so a level is composed from parts rather than scripted end to end and a new interactable works everywhere the moment it exists.
- Chained them into reactions: a grenade detonates a bomb, the bomb resolves on the enemies near it, with camera shake and impact audio carrying the result.
Enemies
- Split enemies into separate health, patrol movement and animation concerns rather than one behaviour script, with sitting, idle standing and death states and randomised death audio so a cleared room does not repeat one clip.
- Fixed the enemy counter on both sides of the same bug: double-decrementing on a normal kill, and grenade kills never registering at all.
Level pipeline
- Built a level-creator ScriptableObject and per-level data for enemy counts, moving level definition out of scenes and into assets, then used that tooling to build and test levels 1 to 4 and 24 to 28 myself.
- Drove per-level skyboxes, fade-animated doors, bunker camera limits and edge geometry from the same level data.
Camera and platform
- Built the map visualisation mechanic with its camera limits and opening zoom, which is what lets a player read a level before committing a shot.
- Adaptive UI across platforms, aim sensitivity tuned for touch, and a sound controller pass with general SFX and VFX.
Gallery
Project details
- Studio
- blu studios
- Genre
- Shooting
- Engine
- Unity
- Released
- November 2022
- Platforms
- Web, Android
- Stack
- Unity · C# · FPS · Web · Mobile · Physics · Level Tooling · Gameplay Systems



