Project Overview
We are looking for a versatile Full-Stack Game Developer/Creative Technologist to build a polished, fixed-POV "Light Gun" style shooter from A to Z. The project must be completed within one month. You will be responsible for everything from environment assembly and animation to hardware integration.
Technical Stack & Requirements
Engine: Unity or Unreal Engine (PC-based execution).
Art Style: High-end, stylized 3D environment with "Retro-Modern" or "Pixel-Inpired" UI overlays.
Hardware Integration: The game must interface with a physical Light Gun controller (e.g., Sinden Lightgun or Gun4IR). The software must handle crosshair mapping, calibration, and trigger-input via USB/HID.
Game Logic: Fixed position (stationary POV) with a 180-degree field of vision.
Scope of Work (A to Z)
Environment & Assets: Build a single, high-fidelity garden/nature-themed environment.
Character Logic: Develop 5–6 unique "enemy" types and 1 "friendly" type based on provided conceptual descriptions.
Behaviors: Jump-scares, wall-crawling, and "boss" scale characters.
VFX & Animations: High-quality "soaking/water" impact effects (instead of bullets), character "popping" or "vanishing" animations, and smooth UI transitions.
Core Mechanics: * Precision hit-detection.
Ammo/Water management system.
Global Leaderboard & Scoring system.
Final Output: A "Garden Report" screen—a dynamic post-game summary that translates player performance into specific data metrics.
Project Phases & Milestones (4-Week Timeline)
We will work in strict phases to ensure quality and alignment:
Phase 1: Technical Discovery & Blockout. Selection of assets and proof-of-concept for hardware/gun mapping.
Phase 2: Alpha Build. Core gameplay loop (spawn, shoot, score) with placeholder assets.
Phase 3: Visual Polish & Animation. Implementation of final high-res models, VFX, and stylized UI.
Phase 4: Optimization & Delivery. Final bug fixing, hardware calibration, and executable delivery.
Qualifications
Proven experience in FPS mechanics and hardware/peripheral integration.
Strong sense of animation timing and visual feedback (making the shooting feel "crunchy" and satisfying).
Ability to work independently and manage the entire pipeline (Art + Code).
Portfolio examples of interactive installations or niche controller games are a huge plus.