Uber cool shooter


Uber Cool Shooter is a work-in-progress run-and-gun shooter developed during my time in the University of Toronto’s Game Development Bootcamp. Players fight through enemy-filled levels, making strategic power-up choices to stay alive and push forward.Uber cool shooter is a work in progress game I've been designing throughout my time in the University of Toronto's game development bootcamp. When completed it'll be a level based run and gun shooter where the player will have to fight of hoards of enemies, and strategically pick up powerups to help on their journey.

development plans


At this stage of development, I am focusing on improving VFX feedback to provide players with clearer visual cues when taking damage from enemies and when collecting power-ups.

On a more technical level, I plan to increase the game’s sense of urgency by introducing a fuel bar mechanic, adding an additional challenge that requires players to push through waves of enemies more strategically.

What were the tools used?

1

Unity

Used as the primary game engine to develop gameplay systems, level structure, and visual effects.

2

Visual Studio Code

Used for writing, debugging, and organizing C# scripts that power the game’s mechanics and systems.

3

Figma

Used to design UI layouts and prototype interface elements before implementation in-game.

Design Process

My task for this assessment was to build upon the foundation developed during class. My plan was to expand the game by introducing new enemy types, improving the UI and VFX, and implementing a wave system to create a more complete and engaging gameplay experience.

Concept & Planning

I started by defining the core gameplay and setting for my space shooter. I decided on the player’s abilities, enemy types, power-ups, and level structure, sketching out ideas and planning how the game would progress.

Prototype

Next, I built a simple playable prototype in Unity with placeholder assets. This allowed me to test the core mechanics like movement, shooting, and enemy behavior and get a feel for the game’s pacing.

Iteration & Refinement

After I spent time refining the gameplay based on my testing. I adjusted difficulty, tweaked controls, and added visual feedback so that taking damage and collecting power-ups felt satisfying.

Visual & UI Design

I'm currently designing the game’s UI and polishing existing visuals, including particle effects and HUD elements like health and fuel bars.

Step 5

Level Design & Finalization

For my last step I will focus on creating challenging waves and level layouts. Making sure to test for balance and engagement, making sure enemies, power-ups, and the fuel mechanic created a fun and strategic experience.

UI Elements

Power ups

Early Video Demos of Enemies!

Older videos displaying the 3 different enemies and their abilities