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HollyShoot.

Fast FPS · Arena Shooter

Play / Download on itch.io
HollyShoot — gameplay on a western film set

HollyShoot is a fast FPS arena shooter set inside a movie studio.

The player takes the role of an actor trying to achieve the highest possible score during a ten-minute run by combining weapons, movement abilities and stylish eliminations.

The game mixes three cinematic universes — Western, Medieval and Science Fiction — across interconnected movie sets.

Watch the project

Trailer Gameplay.

My contribution

My role.

  • Game Design
  • Level Design

I worked as a Game Designer and Level Designer within a small production team of Game Designers, Game Artists and Game Programmers.

  • Game Design
  • Level Design
  • Game Feel
  • Systems Design
  • UI/UX
  • FPS
  • Player Feedback
  • Balancing

Project overview

The project.

The central design goal was to make the player feel stylish through creativity and mastery.

Rather than rewarding simple eliminations alone, HollyShoot encourages players to combine movement, weapons and environmental opportunities to perform Fame Challenges.

01 / Design breakdown

The game loop.

A ten-minute run turns experimentation into a repeatable cycle of mastery:

  • Move through the arena
  • Fight increasingly numerous enemies
  • Perform stylish eliminations
  • Earn Fame
  • Reach Fame thresholds
  • Unlock gameplay bonuses
  • Increase the score multiplier
  • Survive the ten-minute run
  • Improve the final score through mastery

02 / Design breakdown

Fame: rewarding creative risk.

Kills increase the player's score, while specific stylish eliminations award Fame points. Thresholds in the Fame gauge unlock bonuses and increase the score multiplier.

This system encourages risk and increasingly complex combinations rather than reliance on one safe strategy.

03 / Design breakdown

Movement as a creative toolkit.

The grappling hook gives the player high mobility through the arena. Megaphone Blast pushes enemies away while propelling the player in the opposite direction, making it both a combat and movement tool.

  • Sprint / fast movement
  • Jump
  • Slide
  • Grappling hook
  • Megaphone Blast

04 / Design breakdown

Three weapons, three cinematic universes.

Each main weapon corresponds to a different movie-set universe.

  • Revolver — a precise hitscan weapon that rewards accuracy and headshots
  • Minigun — high fire rate for pressure and crowd control
  • Grenade Launcher — sticky explosive projectiles that interact with enemies and player movement

05 / Design breakdown

Enemy archetypes.

Different enemy behaviours require players to adapt both their movement and combat strategy.

  • Western: Cowboy — ranged enemy
  • Medieval: Knight — melee enemy
  • Science Fiction: Flying saucer — aerial enemy

06 / Design breakdown

Difficulty, pressure & pacing.

A run lasts a maximum of ten minutes. Difficulty rises mainly through a progressive increase in enemy count.

The opening gives players time to learn the tools and environment. Around the middle of the run, pressure rises significantly: greater danger also creates more opportunities for complex Fame Challenges.

The intended rhythm alternates between mastery and stylish play, moments of becoming overwhelmed, and short periods of retreat and repositioning.

07 / Design breakdown

Game feel: feel stylish by being creative.

The core sensation is to feel stylish by being creative. Players learn the movement tools, discover combinations and gradually express greater skill through the same interconnected systems.

08 / Design breakdown

Player feedback & UI.

The interface uses the visual language of a recording camera to reinforce the movie-set setting. The HUD stays minimal and readable during combat, while score, Fame and medals receive a more expressive treatment.

  • Health feedback and ammunition
  • Cooldowns
  • Score and Fame
  • Medals
  • Hit feedback
  • Game-over and victory screens

Collaboration

The team.

The production team brought together Game Designers, Game Artists and Game Programmers.

  • Alan Kilby CerqueraGame Design
  • Tiffany HaidaralyGame Design
  • Corentin MichonGame Design · Level Design
  • Soline MaillardGame Design
  • Alice AndrieuGame Art
  • Romane BouchetGame Art
  • Lionel LeboulangerGame Art
  • Guillaume LesageProgramming
  • Cédric MujynyaProgramming

Documents

Design documents.

Game Design Document

1 / 57

Original document in French

Game Design Document — 1 / 57

Visual archive

Media.

Media / Gameplay

Full Gameplay.

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