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   Fire For Effect (2024)
Senior Capstone Project

Fire For Effect captures familiar game genres, such as tactical first-person-shooters, with a unique twist to increase the sense of immersion using methods underutilized and/or unused by current games. This project is intended to expand beyond the scope of the class in the future!

 

Modern first person shooters have become much more complacent in methods and techniques used since the mid 90s, causing a stagnation in gaming experiences across the board throughout the years. My aim is to create and test experimental systems to reinvigorate this genre using various immersive mechanics in traditional flat screen gaming. These mechanics are heavily inspired by modern Virtual Reality controls to allow the player to feel that they are there, granting them a simulation providing a similar sense of tangibility they would have in real life. 

Some of the main features of this project are the tactile mechanics intended to increase immersion by clicking and dragging the mouse as if it was the player’s hand. Firearms must be manually manipulated, from packing magazines with rounds of ammunition, all the way to charging the weapon to load a bullet in the chamber. Collectable items can be dragged directly from the game world into the inventory, and vice versa. In-game objects can be physically manipulated in this way as well.

Play it Here: https://rgiii.itch.io/firearm-mechanics-the-test

TestLevel.png

GDD Level Layout

This is the layout I drew up, present in both the Game Design Document and the current build of the project. This level is meant to provide a test bed for the mechanics and playtesting.The Firing Range contains a tutorial on utilizing the mechanics,  while the Open Arena and Closed Quarters Arena serve to test the mechanics in different combat scenarios

GDD Mechanics Illustrations

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interact.png
hold mag.png
reload.png

Present in the GDD, these illustrations serve to provide a better breakdown of the intended interactions the player must have with their firearms. Here you can see a step-by-step process of what the player must do to reload a weapon, as opposed to simply watching a reload animation play out. Weapons function realistically, as they would in real life.

Click the images to expand!

dragObj.png
DragCol.png

GDD Interaction Illustrations

Along with reloading the firearms manually, to increase the player's sense of presence within the game world, they may also click and drag physics objects around the world. Collectibles can also be dragged to and from the game world and inventory to replicate a feel of putting items in your pockets, or even throwing them out!

Click the images to expand!

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