top of page
Group 1603071.png

RED DEAD REVENGE

Screenshot 2025-05-18 213652.png

My Role

Core Mechanics | Combat Design
Level Design | Player Progression | Enemy System
Cinematics | Game Balancing

Wild West Duel

Frame 40.png

13 to 25 yrs old

Frame 41.png

PvP Online Shooter

Frame 42.png

Unity / C++

Frame 37.png

8 weeks - Vertical Slice

Frame 38.png

Terra App - Android / iOS

Group 1603075.png

Overview

A fast-paced third-person 1v1 dueling game which is set in a stylized Wild West world with a modern twist. Players engage in intense, short-duration combat matches which emphasizes quick reflexes, precise timing and tactical movement.

Game Highlights

Combat Mechanics

Core Loop

  • Health-based dueling system

  • Critical Hit Points

    • Head​

    • Body

    • Legs

  • Manual or automatic reloading

  • Dodge to evade incoming fire

  • Auto Tactical cover system

  • Round System (Best of 3)

Group 1603077.png

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)

Game Flow

Gameflow1.png

Controller Specs

Movement & Camera Pan:

  • Left analog stick to control movement.

  • Strafe Movement - Always aimmed front

 

Critical Hits:

  • 4 critical points - Head, Chest, 2Legs.

  • Heavy damage on successful critical hits.

 

Auto Cover System:

  • Automatically crouches near mid height covers.​

Dodge Roll:

  • Gives Invinciblity frames while dodge.

  • Cooldown on Dodge button to avoid dodge spamming.

Perfect Reload System:

  • Normal reload time is very slow.

  • Tap on reload button again at perfect spot to reload quickly.

  • Complementory mechanic in gameplay

Group 238.png

The game is inspired from Guns at dawn: Arena Mobile game, but we brought the novelty by changing the controller more towards competitive shooting experience rather than having precise shooting mechanic.

Level Design

Close Combat Zone:

  • Central sunken arena designed for high speed chases and close-range battles.

Strategic Cover Areas:

  • Ramp corners for height advantage, outer rim for ranged attacks, and scrap towers as hazard or loot zones.

Intended Playstyle:

  • Encourages aggressive Hide & Seek Behaviour

  • Designed for both short-range & Mid-range gunners.

  • Perfect for fast-paced Batte.

Group 48097538.png

Bot Behaviour Design

Bot Behavior:

  • AI opponent with dynamic difficulty scaling.

Behavioral patterns:

  • Hide and Seek core behaviour

  • Defensive bots avoid direct conflict, focusing on survival.

  • Adaptive strategies based on player performance.

Behavior Tree:

Progression / Difficulty

Screenshot 2025-08-05 011759.png

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)

Rank League System:

  • Rank up and join the upper league

  • Compete against other players.

  • League based leaderboard

  • Game gets progressively difficult as you rank up.

Adaptive Difficulty:

  • Bot enemies gets difficult based on your match history (Adaptive)

  • Based on K/D Ratio range, the difficulty of bot is decided.

Multiplayer UX

disconnect.png
Rematch.png

Key Learnings

  • Unique shooting controller Specs 

  • Compact Level layout short range / Mid range combat

  • Adaptive Enemy Behaviour with respect to player's performance

Teleport to the top!

  • behance-4-256_edited
  • Instagram
  • LinkedIn
  • YouTube

©2025 by Pawan Tirpude

bottom of page