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Turbo Killer

Turbo Killer is heavily inspired from the 80s classic, Spy Hunter, but with our own design twists. For starters, we wanted to fiddle around with different enemy AI types and environmental blockers that would create dynamic zones of control for the player to navigate their car through. Not only that, but we wanted to figure out what to do with the sides of the screen, because we felt like Spy Hunter, as complete as it is, did not offer much on the side of the screen other than its randomly generated differentiated roads.

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What I worked on:

  • Designed player movement system, player attack system, and level interactions.

  • Developed road chunk system that had specific interactions based on where the player moved (sides move player down towards death).

  • Designed and scripted acceleration system, wherein the player increases in speed over time, which gains them more points, but also makes it harder to dodge objects.

  • Designed and scripted machine gun cooldown system + visual feedback to ensure that weapon type did not become the dominant strategy.

My Role: Game Designer

Tools Used: Unity, C#, P4V, Gimp 2

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© 2024 by Shane Gaffney

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