Game Design

2026

Split Shot

[ CLIENT ]

Personal Project

[ ROLE ]

Game Design & Development

[ YEAR ]

2026

A local split-screen shooter for one to four players, built to bring back Modern Warfare 2 nights in internet cafés.

[ THE CHALLENGE ]

Can four people on one screen feel like a LAN night: quick to join, readable at quarter-screen, on a map that changes the match every minute or two?

The internet-café feeling

I made Split Shot to capture the magic of playing Call of Duty: Modern Warfare 2 in internet cafés with my friends in college. It is a local split-screen shooter for one to four players, with bots in the empty seats, in the cel-shaded pixel look of Shiftguard. There are four modes and five maps. Every map has one thing that changes the match every minute or two, warned a few seconds ahead.

MAP 01 / THE FLOOD

Warehouse

Four storeys under a roof. Every minute or two the ground floor floods with water that hurts, with a horn and then a pulsing warning triangle for the last few seconds. Get up high.

MAP 02 / SANDSTORM

Temple

A sandstone plaza round a ziggurat and shrine. The fog closes in, sand streams past and the wind muffles every other sound. Bots can't see far either, and the objective markers go.

MAP 03 / NIGHTFALL

Garden

A pagoda over koi ponds. The sky goes dark, the lanterns burn bright and fireflies come out. Your muzzle flash lights you up, and bots spot you mostly when you shoot.

MAP 04 / THE CRANES

Docks

A snowy container port. Sirens wail and two gantry cranes roll to the other end of their run, carrying whoever stands on their girders, so the bridges between the halves move.

MAP 05 / SURVIVAL

Outpost

A fort in green hills with four gates. Guard the machine against grunts, gunners, dogs from wave 3 and brutes from wave 4, then the Titan on every eighth wave, whose stomp throws you back.

MODE / TEAMS

Capture the flag

Run over their flag and take it home to yours while yours is at its stand. A carrier who goes down drops it, and touching your own dropped flag sends it home.

Test: bots that play fair

Bots find their way on a navigation mesh baked from each map at load: up stairs and ramps, over bridges, round railings and through gates. They notice what is in front of them or what shot them, take a moment to react, aim with an error that wanders round you, and fire in bursts with more spread than you. They pick a weapon for the distance, go for the flags in capture the flag and guard the machine in Survival.

Test: four cameras on one machine

Water reflects in every view, through a mirrored camera per player with an oblique projection. Godot has no custom camera projections, so the clipping is done in the toon shader. Four views of that is heavy, so reflections, render scale and pixel size are all settings.

Test: events you can read at a glance

A map event has to be understood on a quarter of a screen. Each one is warned a few seconds ahead, with a horn and then a pulsing warning triangle. Events apply to the bots as well: the sandstorm limits their sight, and after nightfall they spot you mostly when you shoot.

Four people, one screen

Up to four players join on one setup page with any mix of keyboards and gamepads, and each controller has its own cursor. Everything reads at quarter-screen size: a kill feed, a marker over your teammates through walls, and objectives at the edge of the view. When you die you watch your killer's view through an old CRT, with their gun and the health they have left. Three kills in a row make you glow and run a little faster. An announcer calls double kills, sprees, headshots and backstabs, and the match ends on a podium with awards like Sharpshooter, Tourist and Untouchable.

A look built from code

Everything is built in code from boxes and capsules, in one cel-shaded toon shader with a pixel-art pass: the same look as Shiftguard. The maps are made from level pieces in code and can go to Blender and back as glb. The sound effects are synthesised. Every gun is a look on top of the same MP5, which I edited in Blender and baked back in as both the view model and the gun on the player's body. Guns and heads unlock through play and change how you look. Every gun shoots the same.

Who did what

By hand: the direction, which came from the internet cafés (quick to join, personal kills, a reason to say 'one more'), and the MP5, edited in Blender over three passes. With AI: the Godot code, the bots, the map events and the Blender export and import tools. The git history runs from 25 to 27 October 2026: three days from the first commit to a playable game with five maps, bots on navigation meshes and a survival mode. Tools: Claude Fable, Claude Opus, Cursor, Gemini, Higgsfield, Figma Weave and Figma.

Where it stands

Playable with up to four players, with records kept between sessions: most kills and headshots in a match, the longest streak, the best accuracy and the most waves held. A shotgun, a rail gun and a rocket launcher are still in the code, set aside.