BULLY PRODUCTIONS · IN DEVELOPMENT · GAMECUBE-ERA SHOOTER · 1-4 PLAYERS + BOTS
PLASTICFRONT
Green versus tan. The toy-soldier war, fought across a backyard, a kitchen counter and a kid's bedroom at army-man scale. Play it in first person or over the shoulder, swap any time, against up to fifteen bots, with up to four players on one screen.
The trailer: real matches recorded by the game itself, with its own synthesized gunfire and music.
Three maps, everything twenty times bigger



First person or third person
One button swaps the camera: down the sights with your plastic hand on the gun, or over the shoulder to watch your army man run, aim and reload. When you go down, you keel over stiff as a board. A bazooka sends you cartwheeling.



The armory
Modes
- Team Deathmatch: green against tan, first to the kill limit.
- Capture the Flag: grab their flag and run it home while yours is safe.
- Free for All: every man for himself.
- Bots: up to fifteen, four skill levels. They aim, strafe, grab guns and health, guard the flag and chase the carrier.
How to play
- MOVE / LOOKWASD and mouse, or both sticks.
- FIRE / AIMLeft and right click, or RT and LT.
- JUMP / SPRINTSpace and Shift, or A and L3.
- RELOAD / SWITCHR and Q (or the wheel), or X and Y.
- GRENADEG or RB.
- CAMERAV or R3 swaps first and third person.
How it's made
- Built from code: the army man, the guns and all three maps are modelled in Blender by scripts, with ambient occlusion baked into the vertex colors.
- The army man is posed live: legs, torso, head and arms move by code every frame, so he runs, aims up and down, reloads and throws.
- Bots read the map themselves: the game samples every walkable spot on each map into a grid at load time and plans paths over it.
- Split screen for real: each player's camera hides their own body and shows only their own gun.
- Every sound is synthesized: the rifle crack, the shotgun, the boom, the plastic clack of a falling soldier, and the march.
Concept and direction by Bully. Programming, procedural art and automated playtesting with AI-assisted development (Claude Code).