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Weapon Mood Boards | Guns

Writer's picture: James FalconerJames Falconer

Updated: May 14, 2022

AK-47:

The AK-47 is a staple gun in a lot of popular first person shooters, so I decided it would be a good choice for a first gun. It is also very recognisable and gives newer players some level of comfort in comparison to games like 'Rainbow Six Siege' and 'Escape From Tarkov'.


Sawn-off Shotgun:

I think the sawn-off shotgun is another very well known weapon that really fits the PS1 aesthetic. It's a small, simplistic gun that allows me to make a low-poly model very easily. It's also a gun that people generally understand the mechanics of. I want each gun in this game to have distinct mechanics rather than small differences, and even people that have very limited experience with FPS games can understand the differences between short range shotguns and longer range assault rifles.


AWP Sniper Rifle:

The AWP is another example of my vastly different weapon mechanics that I wanted to include. With this weapon it opens up three different firing mechanics. A close range shotgun, a medium range AK-47, and a long range sniper rifle. These 3 weapons will all be hitscan and use raycasts, but will all have vastly different stats and damage over different distances.


Sub-Machine Gun:

The SMG offers a faster firing, closer range alternative to the AK-47. I chose the Smith and Wesson M76 as I've been liking the idea of slightly older weapons to enhance the PS1 style and, since this weapon was produced between 1967 and 1974, it became a pretty good option. The holes in the barrel will have to be created using my image texture is it will be way too taxing on my triangle count to cut out each circle.


Glock Handgun:

Our game is currently missing any real sidearm or pistol, so this is my first attempt at creating one. I've chosen to reference the Glock 22 as it is a relatively recognizable gun that most people will have heard of. I want to create a desert camo style gun so I'll be using that image for my textures.


Revolver:

I obviously want a range of both primary and secondary weapons and one secondary definitely wouldn't work. This revolver is the Remington 1861 Navy .36 Caliber. I chose it for two reasons, that it was another gun to fit into my group of older weapons to enhance the PS1 style, and also to save on some triangles as the barrel is already a hexagon and saves me having to use more faces to smooth it out.


Railgun:

Despite the railgun not being a real weapon, most games seem to agree on how it should look, with a long barrel? at the front surrounded by either glowing rings or sides. I chose to use the weapon from GTA in my texturing to save me having to draw my own image texture. I feel this weapon is too complex to take different textures and still have it look realistic.


Rocket Launcher:

I want to make a rocket launcher based on disposable rocket launchers that are used by most militaries. It is a simplistic weapon, easy to texture, and won't eat up my triangle limit. As I'm struggling to find any good images for my texturing I'll be making my own texture in Photoshop, which means the simplistic style of the weapon plays into my hands.


Grenade Launcher:

I want to include this grenade launcher to add some variation to my explosive weapon category. I think it will be hard to achieve my triangle count target for this gun but there aren't many nice looking multiple grenade launchers and I really like the style of this one. The launcher I have referenced here is the ICS multiple grenade launcher and I think it fits the stereotype that people have when they hear the name grenade launcher pretty well which again should help the game appeal to new players in the FPS category.


Flamethrower:

I thought it would be interesting to include a flamethrower in our game as it is a big variation from the other mechanics and would definitely spice up gameplay, however instead of opting for a standard flamethrower that sees you carrying around a massive backpack of fuel, I wanted a handheld version. The only handheld flamethrower that I'm aware of is The Boring Company's "Not a Flamethrower". This seems more realistic for a fast paced game, and would be kinder in terms of poly count than making a flamethrower AND backpack to go along with it, and I feel it will be a pain figuring out animation, clipping, inverse kinematics, and all the other issues we may encounter.


Bow: (I know it's not a gun)

The Bow is the last ranged weapon I want to add to our game. It creates a final unique firing mechanic, similar to the railgun but featuring more drop on the arrow than the railguns beam. I don't want to create a sport bow or anything massively complex as it would again be taxing on triangle count, and I think it would be unnecessary and if anything take away from the look of the game. Instead I want to opt for a simple wooden bow, that stays nice and low-poly and is very easy to texture.


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