Pistol Whip

Pistol Whip is an award-winning VR rhythm shooter that combines fast paced gunplay with music-driven level design. Players move through cinematic environments, shooting enemies and dodging obstacles in time with the beat, creating a high-energy, immersive experience. The game blends rhythm, action, and stylized visuals to deliver a unique VR gameplay experience that emphasizes pacing, flow and player engagement.

My Contributions

  • Designed and built playable levels for the Voidslayer and Elixir of Madness packs.
  • Grey-boxed and white-boxed levels to refine layout, pacing, and rhythm before final art implementation.
  • Created new weapons for the latest release, including the drum gun and sword.
  • Designed the new "deflection" play style, introducing a fresh combat mechanic to the game.

Rhythm Based Level Design

My primary focus was designing encounters that allow the player to feel the rhythm as they shoot. Voidslayer specifically was our first pack that focus on metal music specifically so embracing that intensity was a core part of the level design.
Design Goals
  • Ensuring enemy attacks, spawns, and pacing reinforce the beat
  • Building intensity to match the flow of the song
  • Use rhythm to guide movement, timing, and decision-making
Approach
  • Structured encounter around musical phrases , not fixed time intervals.
  • Aligned enemy fire patterns to strong beats while using off-beat shots to create tension.
  • Adjusted encounter intensity dynamically so difficulty spikes matched musical climaxes.
  • Used spatial layout to subtly to maintain interest in time with the track
  • Used pistol whips (melee attacks) to emphasize the biggest moments in the level since those attacks had the most intensity and connection with the beat.
Result:
    Players reported stronger connection with the beat and a higher intensity gameplay due to this approach.

Bullet Deflection

We wanted to introduce a gun-free way of playing that increased the difficulty for some of our long-time users. We introduced a new “deflection” game style where rather than having your own gun you could deflect the enemies bullets back at them. The new game style was used in many seasonal events to challenge players.
Design Challenges
  • Deflection needed to feel reactive and skill-based, not accidental.
  • High enemy counts could mean missed kills. We wanted players to be able to 100% a level in this mode.
  • Timing Windows had to feel forgiving without removing mastery.
Solutions
  • Made the timing window active for a longer period of time. Allowing the player to deflect multiple bullets in a row with a big enough swing.
  • Made the bullets go automatically back to the enemy who shot them so the skill came from getting the deflection and not from aiming it.
  • Ensured audio and visual feedback reinforced successful deflections on-beat.
  • Require some amount of movement to encourage the player to swing and move their arm. Thus making the result feel more intentional.
Result:
    Gave the players a new late-game mode that was well received. It also increased the physicality of the game and players reported getting a good workout from the game mode.
gif of a level I created for the void slayer pack

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