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VR Shooting Range

Solo - 2018-2019

Quick Info

  • Made in UE4

  • Worked on between September 2018 - May 2019

  • VR Shooter based on Call of Duty: Modern Warfare's shooting range

  • Was my first Solo VR project, made to teach myself about VR interactions

  • Was used as a development playground

  • Made for university

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More info below

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Demo Video

This video was created for the university submission. The audio has been muted.

More Info

Our university brief was to recreate the Modern Warfare 2 shooting range, adding our own twist/mechanics. I decided to re-create it in VR, as VR alone means I would have to design all the interactions differently to how I'd do it as a regular shooter. It also opened the door to making fun interactions with things, being able to pick objects up and use them either as melee weapons, or just throwing them to take targets down.

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The range also features a points shop, which sold the following:

  • Pistol

  • SMG

  • Shotgun

  • Grenade

  • Grenade Launcher - Uses hand grenades as ammo.

  • Mobile Phone - Displays stats of the current run, serves to replace the TV if you shoot it.

  • Supervision - Teleports behind you if it leaves your field of view and is far enough.

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The amount of points you received each round depended on your accuracy, rewarding head-shots and body-shots. The freedom to buy anything in the shop means there's room for experimentation with weird and wacky loadouts.

On top of that, there is also a button to randomize which targets are hostiles and which ones are friendlies. These together gave a purpose to keep playing the range, and kept things fresh. 

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Much like Anthill Annihilation, this project became the project I used for all of my tests and experiments. These included procedural city generation, bowling, A.I tests, and more. Really bloated the project but it was a lot of fun, saved me starting fresh for each experiment, and the buildings from the random generation and bowling made it into the final version.

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I learnt a lot from this project, both in general and for VR specifically. About what's comfortable, what's fun, and what runs well. It was a lot of fun to work on, and I'll be referring to it in future any time I work on a VR project.

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©2023 by Bruce Gdula.

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