Kill Shot: Bravo
Hothead Games: April 2017 - August 2019
Kill Shot Bravo is one of the top FPS sniper games on mobile. As a mission designer on this title, my role was to work with Artists and Engineers to develop new and compelling mission content for players on a monthly basis. Each month I developed paper plans of the overall map layout, and then worked with artists to bring that map to life. The maps had to be both visually interesting and be able to handle the various mission types the the game supports. Each map must be able to provide interesting engagement spaces for the varying ranges that Sniper Rifle, Machine Gun, Shotgun, and Assault Rifles require. Once we released the content to the players, I would work with our analytics team to monitor the performance of those missions to confirm that they were helping us meet our KPIs, and make adjustments if they weren’t.
Working on Kill Shot: Bravo was a lot of fun with ample opportunity to make missions that were both serious, and at times completely ridiculous. My fellow designers and I were always trying to push the engine to its limits with the most awesome, action-packed missions that we could.
https://play.google.com/store/apps/details?id=com.hotheadgames.google.free.ks2&hl=en
NOTABLE ACHIEVEMENTS
- Created over 400 unique missions, each with a positive player rating of 85% or more.
- Developed a reusable map that can be redressed indefinitely to create “new” maps using only props and changes in lighting. Saves almost 3 weeks of an Artist’s man-hours each month.
- Worked with Artists to develop a set of practices that help designers and artists communicate ideas and develop maps in tandem.
Kill Shot: Bravo, Region 29 Sniper 16
Sniper mission for the Arctic Fishing Village region in Kill Shot: Bravo. In this mission the player must kill an officer, but the officer is hidden until the player engages the enemies. Once the player engages them, the officer will appear, but the player must still take out the Gunner and melee enemies first. If the player takes too long, the officer will flee. Once the player kills all the gunners and melee enemies, a sniper appears to help direct the players attention to where the officer is standing.
Kill Shot: Bravo, Region 26 Breach 15
The action-packed finale to the Casino Region in Kill Shot:Bravo! Very difficult mission that requires careful timing and precise aim to hit as many explosives as you can. It was a ton of fun to make!
Kill Shot: Bravo, Region 39 Machine Gun 2
Early Machine Gun mission for Region 39 of Kill Shot: Bravo. I designed it to be an easy mission, but the volume of melee units jumping toward the player down the alley gives the mission a sense of intensity. Energy shielded units provide cover for some of the enemies to get closer to the player. The snipers that appear periodically interrupt the player and force them to frantically search for the source of the laser, providing some white-knuckle moments in the midst of an otherwise simple "bullet hose" mission.
Kill Shot:Bravo, Region 40 Black Ops 5
This mission requires the player to kill multiple sniper in a row. It is intended to be quite difficult, despite how straightforward it is. The only enemy is the snipers, who have escalating levels of armour, and the snipers spawn at a steady rate of 5 to 7 seconds. It is timed out so that the player can only miss one or two shots throughout the entire mission before the snipers begin to build up and overwhelm the player. So though the enemies appear at a steady rate, the intensity of the increases as the player gets further into the mission due to a sense of loss aversion. It is more of an endurance test than a puzzle. Creating the mission required many test passes so that every shot could be timed out perfectly. The speed of each shot, the time it takes to reload, the traversal time of the enemies, player rotation speed, and a little bit of wiggle room for a missed shot all needed to be taken into account so that the mission could ride that line between too easy, and impossibly hard.
Kill Shot: Bravo, Region 25 Breach 4
The intent behind this mission is exactly what it would appear to be: a fun roller coaster! We add easier "Relief" missions throughout each region we release in order to give the player a break, especially after a particularly difficult mission. In this case, during the development of a "Mining" Region, one of the artists and I thought it would be fun to create an "underground roller-coaster in a sea of gold" (and maybe pay homage to Indiana Jones in the process). The first pass of this mission ended up being a lot harder than intended, and not in a good way. Enemies were difficult to track while moving at the high speed of the coaster. Also, the twists and turns that made the track interesting resulted in the player having major difficulty controlling their weapon. I added longer straight sections and slowed the player down at certain points to help mitigate this. I also placed enemy groups so that once a player turned corners or went down inclines, the enemies were right in front of them. Adding in a bunch of boxes of TNT helped make the mission easier as well while also adding to the action-movie flair of the mission.