Guns, Gore & Cannoli 2
Over-the-top run ‘n gun
| Developer | Crazy Monkey Studios (now Rogueside) |
|---|---|
| Release | Mar 2018 |
| Platform | Windows, macOS, PS4, Xbox One |
| Genre | Run and gun |
| Mode | 1-4 players co-op and PvP |
| Play time | 3h30 - 5h30 |
| Working period | Aug 2016 - Dec 2016 |
| Team | 5 people |
| Role | Programming, Level design |
| Technology | Unity |
Description
Guns, Gore & Cannoli 2 is the sequel of Guns, Gore & Cannoli, an over-the-top run ‘n gun for 1-4 players by Crazy Monkey Studios (now Rogueside). The game’s campaign features the story of Vinnie, a gangster in the 1940s, over 16 levels from America to Europe. Vinnie can use a variety of melee and fire weapons to eliminate human threats, zombies and bosses. Since the previous game, GGC2 added many weapons, 360° aiming and online co-op.
Screenshots
Context
I assisted Crazy Monkey Studios on gameplay and AI programming during my end-of-year internship as part of graduating requirements at Gobelins. I coded in C# using Unity.
Team
- Steven Verbeek: Production, Project management, UI and network programming
- Paul Rozie: Gameplay and network programming
- Benjamin Claeys: Art, Level design
- Matthias Claeys: Art, Animation, Audio, Level design
Role
Level design
I prototyped a level section made of a series of houses with leaking gas and fire:
- Whiteboxing
- Enemy spawn and destructible placement
- Event trigger and interactive switch placement
Gameplay programming
I programmed the bomber enemy:
- Airplane movement
- Randomized bombing pattern
UI programming
I worked on the input hint system for the tutorial sections:
- Display keyboard, mouse or gamepad button icons based on current input device

Tool programming
I improved existing tools:
- More robust AI navmesh generation
- More readable debug text
Misc
- Minor physics optimization