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ABOUT WILD WEST GUNS:

Wild West Guns is a fast-paced arcade-style shooter where players draw their revolvers in a variety of Old West settings released for WiiWare. The game leverages motion controls and light-gun mechanics (including support for the Wii Zapper) across themed levels such as saloons, cemeteries and a speeding steam locomotive.


As a Game Designer, I actively designed level layouts and encounter setups for multiple shooting-challenges, integrated interactive set-pieces and co-op elements, enhancing pacing and gameplay readability within a motion-based shooter framework.

FEATURES:

  • Arcade-style Shooter
  • Fast-Paced
  • Cooperative
  • Motion Controls

TRAILER

MY CONTRIBUTIONS

  • Designed the encounter layouts for multiple Wild West environments, defining player camera framing and sight-line clarity for motion-aiming precision.
  • Authored and implemented enemy spawn logic, including enemy types, wave composition, entry points, timing sequences, and difficulty ramp-up per stage.
  • Scripted interactive level events and shootable set-pieces to enhance spectacle and variety within the arcade format.
  • Tuned pacing and replayability around score-chasing, co-op flow, and rapid escalation design, optimized for Wii motion input responsiveness.
  • The primary objective is to keep flying cans in the air for as long as possible by continuously shooting them before they fall.

  • A secondary threat comes from small enemies carrying dynamite who attempt to reach the player’s position — if they succeed, they detonate and cause an instant mission.

  • Cans can withstand multiple hits before being destroyed, but are lost immediately if they hit the ground.

  • Failing to keep a minimum quota of cans airborne results in the mission ending.

  • Players are rewarded with bonus points for consecutive hits, as well as for shooting interactive or incidental objects in the scene (e.g. carts, signs, crows, and rats).


  • Samples:

  • The primary objective is to eliminate hostile targets (cowboys, Indians, and Mexicans) while avoiding friendly characters (bartender, civilians).

  • A secondary objective is to prevent the large Indian chief from reaching the player’s location by taking him down before he engages in combat.

  • Consecutive enemy hits, as well as destroying certain environmental objects, reward the player with bonus points.

  • Interacting with specific characters, such as hitting the piano player, triggers dynamic gameplay effects (e.g., increasing the music tempo).


  • Samples:

    The primary objective is to eliminate hostile targets (cowboys, Indians, and Mexicans) while avoiding friendly characters (courtesans).

    A secondary objective is to stop undertakers from reaching the player, as they will attack with shovels if allowed to engage.

    Consecutive enemy hits and destroying specific environmental objects reward the player with bonus points.

    Interacting with incidental scene elements (e.g., crows, rats) grants additional score multipliers.


    Samples:

    The primary objective is to shoot as many flying hats as possible before the timer runs out.

    The secondary objective is to stop a few dynamite-carrying enemies from reaching the player, as they will explode on contact.

    Players can also interact with destructible environmental objects or incidental characters that appear during the level to earn additional points.


    Samples:

    Project's completion

    The project was developed between 2007 and August 2008. It was my first project as a designer.


    Wild West Guns was well-received for its clean execution of arcade shooting gameplay, precise Wii motion control, and polished presentation despite its lightweight WiiWare format. Critics highlighted its responsiveness and replayable challenge structure, particularly in co-op mode, though some noted its short runtime. The game became one of Gameloft’s early console successes.