

The Prototype / Proof of Concept (POC) of S.G.S showcases the core mechanics of bird hunting and wingshooting simulation, highlighting its initial key features. While these elements emphasize the technical foundation of the simulation, they do not represent the full scope of a commercially developed title. A complete game would expand beyond these mechanics, incorporating richer content, progression systems, and additional features such as DLC to enhance long-term engagement. Further concepts, visions, and ideas for a full game version are explored in the Beyond The POC section.
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The prototype is not currently available for public download. It serves as a proof of concept intended for publishers and game studios interested in exploring its potential for full development.
Game Birds &
Conservation Awareness
The S.G.S prototype includes five distinct game bird species, each selected to showcase different types of bird-hunting and wingshooting challenges.
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Ruffed Grouse
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American Woodcock
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Ring-necked (Common) pheasant
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Wood Pigeon
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Thrush
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The Pheasant Hen image on this page is AI-generated. For prototyping, the in-game 3D Hen model is derived from the male model.

The following protected bird species inhabit the Domino Del Halcón destination.
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Common Blackbird
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Hen Harrier
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In Prairie Rose Farm
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​The Pheasant Hen requires the same care.
These examples represent just a few of the many species that could be present across various destinations (in the full game version of S.G.S). Hunters must carefully identify and avoid harming these birds, ensuring responsible and ethical gameplay.
Game Bird: Flight Speed, Reactions, and Physics
Each game bird species' flight pattern and speed have been designed to closely resemble real-world behavior, with some compromises and limitations based on the techniques used to render flight.
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Flushed birds, such as Ruffed Grouse and American Woodcock, react dynamically to both the hunter and the dog, adjusting their escape paths based on their presence. Additionally, repeated disturbances increase the scare factor of the Ruffed Grouse, causing the bird to flush earlier in some cases.
In S.G.S, the Ruffed Grouse flushes with a speed that closely mirrors real-world dynamics.
(Late-season Ruffed Grouse and American Woodcock hunting at the Bois-Mulé wildlife reserve). Note: In this video, the grouse’s awareness is lowered to allow for a close preview of its takeoff and natural flight speed.
Each game bird species' flight pattern and speed have been designed to be as close as possible to what you would expect in the real world.
A flock system is demonstrated with Wood Pigeons, showcasing a terrain-avoidance flight pattern while maintaining formation within the group.
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With the simulation setting enabled, some game bird species—except for driven ones—can detect the hunter's presence (unless the hunter is hiding) and will adjust their flight path accordingly, drifting away to avoid potential danger.
Wood Pigeon flock system in S.G.S with terrain avoidance flight pattern
(Morning passage at the Dominio del Halcón hunting destination)
​Birds fall in a true-to-life simulated manner, governed by physics. Their descent is influenced by speed, momentum, weight, and the natural unpredictability of winged movement, ensuring a lifelike drop.
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As they fall, birds can collide with landscape elements such as trees and rocks, adding an additional layer of realism to their motion.
Wing-shooting simulation in S.G.S with physics-based bird-drop mechanics.
(Driven Pheasants at Brakenwood Glades Estate)
Featured Hunting Gear

The prototype demo (POC) features a single shotgun—an Over/Under 12-gauge with an in-game adjustable motion sensitivity, providing a more adaptive shooting experience.
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Note: The featured shotgun model and animations are from a comprehensive asset pack used for prototyping and may not accurately reflect traditional field over/under shotguns or the final game assets.

​Interchangeable choke tubes on both barrels allow the hunter to adapt to different wing-shooting scenarios and shot specifications.
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A red dot sight can be installed or removed during the hunting session.
Each hunting scenario offers one or more shot sizes to choose from, tailored to the specific type of hunt.
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Shot pellets travel with plausible spread and varying impact force based on the installed chokes, shot size, and velocity, affecting how birds are hit, wounded, or brought down.
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Sample caller types included for migratory bird hunting (e.g., Thrushes).

Using the mouse wheel, the shooter can toggle between an opaque shotgun for classic aiming or a transparent one to simulate the two-eyes-open technique, which is considered best practice in wingshooting.

Shotgun Camera (Draft Feature)
Pressing 'K' toggles a basic prototype of the Shotgun Camera feature. In its current form, the system captures a still image at the moment a bird is hit, along with basic data such as distance and position.
This early version does not yet record or save full sequences, but that functionality is part of the intended vision for the complete game.

Classic aiming mode

Two-eyes-open technique
Note: To simulate the two-eyes-open technique, a simple transparency effect has been applied to the shotgun material to preview the concept. Ideally, a more advanced visual solution could be implemented in a full game to better replicate the 'ghosting' or 'visual transparency' effect experienced in wingshooting.

Featured Bird Dogs
The featured bird dogs appear in select hunting locations,
showcasing an early implementation of their simulated behaviors.


German Shorthaired Pointer
This pointer serves as a functional and foundational bird dog for upland hunts at Bois-Mulé Wildlife Reserve and Prairie Rose Farm. While its model and animations are of modest quality, the pointer supports core gameplay features such as scent detection, pointing stance, beeper collar cues, and commands like “Find the bird” and “Dead bird.” This early implementation delivers a convincing, low-fidelity simulation of field behavior that lays the groundwork for future refinements.
Labrador Retriever
​The Labrador Retriever in the prototype offers a more polished and visually refined experience, thanks to a higher-quality model and animation kit. Tailored for driven pheasant hunts at Brakenwood Glades Estate, the retriever remains close to the hunter and responds to classic commands like “Fetch” and “Go.” Its functional retrieval logic and grounded behavior deliver a stable and convincing retriever simulation, even in this early version.
Featured Destinations
The S.G.S prototype features four fictional bird hunting destinations
All locations depicted in this demo are entirely fictional. Any similarity to actual locations is purely coincidental.


Maple Feathered Flight
Private Sporting Clays Club
Coastal Woodland
Beyond the bird‑hunting destinations, a fictional private sporting clays club provides a wide range of wingshooting scenarios. Here, players can train with realistic target speeds, angles, and flight paths that closely mirror the behavior of game birds.
Immersive Environments
To enhance immersion, the S.G.S prototype places players in environments that simulates each destination's biome, featuring an advanced atmospheric lighting and weather system designed to reflect natural conditions.





The S.G.S. prototype explores a range of distinct biomes, each inspired by real-world hunting environments. Seasonal variation and environmental detail define the mood and identity of every region, creating diverse and grounded experiences.
Each destination is designed to closely replicate the landscape and vegetation of its respective biome, ensuring an authentic environmental experience.
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Advanced vegetation assets have been meticulously adapted and fine-tuned to render natural elements with precision, bringing a lifelike ambiance to every location.
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The immersive quality of each destination is further reinforced through carefully crafted aesthetics—including names, crests, characters, and the overall look and feel of their intros and user interfaces.

Vegetation assets have been adapted to depict the biomes and seasons of each location.
( Ruffed Grouse and American Woodcock hunting in November at the Bois-Mulé wildlife reserve.)

The S.G.S prototype features an advanced dynamic sky system, utilizing a cutting-edge Unreal Engine 5 plugin to simulate natural lighting with exceptional realism.
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Time, lighting conditions, sun, moon phases, and weather dynamically adjust based on the geographic location and month, ensuring an immersive environmental experience.
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Additionally, users can customize weather settings—including rain or snow—tailored to each destination and adapted to the respective hunting season.
Immersive dynamic snow environments in S.G.S, adapting to location and season.
(Late-season Ruffed Grouse and American Woodcock hunting at the Bois-Mulé wildlife reserve.)
S.G.S (POC) UI/UX
The user interface and experience of the S.G.S prototype draw inspiration from the elegance of upland bird hunting magazines and the simplicity of old-school PC games.
Designed with clarity and immersion in mind, the UI reflects the distinct mood and aesthetic of each destination, creating a visual experience that complements the gameplay.
Note: The full game could preserve the spirit of this UI/UX while introducing refined motion design and dynamic elements, further enriching the interactive experience and enhancing visual depth.





Beyond general graphic and sound options, each destination in the S.G.S prototype includes unique simulation parameters and customizable settings, allowing players to fine-tune their experience for different scenarios.
These settings demonstrate examples of technical adjustments that enhance immersion or introduce additional challenges for a more refined hunting simulation.
Note: These settings serve as samples of the technical customization and gameplay challenges that a full game version could offer, providing a glimpse into the depth of simulation possibilities.
Each hunting type and sporting clays event in the S.G.S prototype includes in-game stats and insights, helping players assess their shooting accuracy and overall performance.
These metrics allow users to evaluate their skills, track their progress, and fully appreciate their most rewarding shots.
Note: These insights serve as samples of what a full game version could offer. A complete experience may feature more in-depth stats and metrics in a dynamic user interface, including detailed shot history, player progression, and an integrated hunter log for comprehensive skill tracking.

The HUD in the S.G.S prototype is also designed with simplicity and accessibility in mind, integrating text and iconography for optimal clarity. Its layout reflects the technical nature of S.G.S as a simulator, ensuring essential gameplay elements and information remain visible and easy to read without distraction. To enhance immersion, the HUD can be turned off, giving a clean and uncluttered view.
S.G.S HUD for Hunting Scenarios
S.G.S HUD for Sporting Clays Scenarios
Note: This HUD serves as a foundational design approach for the prototype. A full game version could offer enhanced customization, incorporating dynamic motion design and adjustable interface elements for a more tailored user experience.

The S.G.S prototype is developed in Unreal Engine 5 exclusively for Windows PC and serves as a proof of concept (Not a full game).
Screenshots and videos presented on this website were captured using graphic settings relatively close to high, showcasing visual fidelity.
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Designed primarily for a 1920 x 1080 resolution, the prototype offers additional resolution options in the graphics settings, though results may vary.
While optimized for the best possible performance within its current scope, this prototype does not reflect the level of optimization and technical scalability required for a full game version.
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As an early-stage prototype, S.G.S focuses on demonstrating core gameplay mechanics and atmospheric immersion rather than providing final game features, long-term content expansion, or advanced system compatibility.




