diff --git a/subjects/gaming/firing-range/README.md b/subjects/gaming/firing-range/README.md
index 4775ebc60..6fdd1c1f1 100644
--- a/subjects/gaming/firing-range/README.md
+++ b/subjects/gaming/firing-range/README.md
@@ -1,39 +1,125 @@
-## FiringRange
+## Firing-range
-In this exercise, you will learn to use the Unreal Engine and Blueprints to script functionalities of a basic FPS game. The theme is to reproduce a firing range. And remember, weapons are allowed only inside the shooting area!!
+### Overview
+
+This project involves creating a fully functional firing range in Unreal Engine 5 (UE5). You will focus on implementing shooting mechanics, a weapon system, player input handling, physics for projectiles, and basic AI to control moving targets. Your task is to build a simple environment where the player can shoot targets, and all systems should work seamlessly together.
+
+
+
+
+
+### Role Play
+
+You are developing a firing range training level for a first-person shooter game. You are required to set up a working shooting system, integrate a functional weapon with reload mechanics, implement a physics system for projectiles, and design basic AI for moving targets. Additionally, you will create a player HUD that tracks their score, accuracy, and remaining ammunition.
+
+### Learning Objective
+
+By the end of this project, you will have implemented:
+
+- A complete shooting mechanic (with accurate aiming, projectiles, and hit detection).
+- A weapon system with at least one firearm, including shooting and reload mechanics.
+- Basic AI to control target movement.
+- Physics-based projectiles that interact with the environment.
+- A simple UI displaying relevant gameplay information (accuracy, ammo count, etc.).
+- A simple firing range level design that incorporates moving and stationary targets.
### Instructions
-The map of this project should be composed of a cube with dimensions of X = 35, Y = 40, Z = 1. It should simulate the floor and other cubes as walls around the floor. In the map there should be a zone where the character is able to walk around and shoot the targets and another zone where the player can not go and where the targets are present.
+#### General Requirements
+
+- Use `Blueprints` or `C++` to implement the game mechanics.
+- Implement a firing system where the player can aim downsights and shoot.
+- Implement a weapon system that supports shooting, reloading, and proper hit detection.
+- Create a firing range level that includes both stationary and moving targets.
+- Implement a physics system that governs projectile behavior (trajectory and collisions).
+- Implement a HUD that shows the player's score, accuracy, and remaining ammunition.
+
+#### Main Menu
+
+The game's main menu must:
+
+- Be a separate `level/map`.
+- Include the following options:
+ - **Start Game**: Transitions to the firing range gameplay.
+ - **Settings**: Allows the player to adjust mouse sensitivity.
+ - **Quit**: Closes the game.
+
+#### Game Screen (HUD)
+
+The game screen must include a HUD that displays:
+
+- A precise crosshair that accurately indicates the bullet's point of impact.
+- The player's current accuracy (hits devided by total shots fired).
+- Remaining ammunition and reload status for the current weapon.
+
+#### Player Character
+
+The player character must have the following functionalities:
+
+- Basic movement around the firing range.
+- Proper input handling for aiming, shooting, and reloading.
+- Interact with ammo pickups to replenish ammo.
+
+#### Weapons
+
+You must create at least one firearm (e.g., a pistol) that includes:
+
+- Recoil mechanics.
+- Reloading the weapon with an appropriate animation.
+- Projectile physics that simulate bullet trajectories.
+- Bullet hit detection (with an effect on impact, e.g., sound and visual feedback).
+
+#### Targets and AI
+
+You must implement the following for the targets:
+
+- Create a stationary target.
+- Create a moving target with basic AI that follows a predefined path or pattern.
+- Implement hit detection for the targets.
+- Ensure the targets respawn after a set interval once they are hit.
+
+
+
+
+
+
-For this project you will have to create a Blueprint Class target, that will have some of these characteristics. The target should :
+#### Game Loop Logic
-- have associated to it the previous created material.
-- either be moving from side to side or be stationary.
-- be dynamic, using the timeline node.
-- use a public variable to set or unset the movement animation of the target.
-- rise again after x seconds after being hit it with a projectile, and behave like before it was hit.
+The game loop must be continuous and consist of:
-Only one class of target is allowed for the whole project.
+- The player starts with a loaded weapon and can shoot at targets.
+- The player can open a pause menu at any time, with options to:
+ - Restart the game (reset score, targets, and ammo).
+ - Return to the main menu.
-The previously mentioned projectile should:
+#### Level Design
-- have a size of X = Y = Z = 0,5.
-- have a speed of 10000.
+You must design a firing range that includes:
-After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/FiringRange.zip), you can copy its content to your project Content folder.
+- A coherent theme to ensure a consistent and immersive experience.
+- Proper lighting and environment setup to ensure the range is clear and visually appealing.
+- A section with stationary targets.
+- A section with moving targets.
+- Ammo pickups where the player can restock.
-When finished, your project should look like the executable example on the folder or the ["Expected Result" video](https://youtu.be/EBibaN-dh_0).
+### Bonus
-> Do not forget to zip up the project compile and save everything for peer correction.
-> If it is not possible to upload files to Gitea due to their size, use GitHub instead and have a look at [Git LSF](https://docs.github.com/en/repositories/working-with-files/managing-large-files/about-large-files-on-github)
+- Add multiple weapons (e.g., a shotgun, sniper rifle) with unique shooting and reload mechanics.
+- Implement more advanced target AI, such as random movement patterns or different difficulty levels.
+- Add different hit zones for targets, with headshots awarding more accuracy points.
+- Design a timed challenge mode where the player must hit all targets within a set time frame.
-#### Bonus
+### Submission
-Here are some ideas for improving the game:
+- You must upload a zip file of your game build in your repository.
+ - Ensure that the build works on your platform.
+ - If file size is an issue, use GitHub with [Git LFS](https://docs.github.com/en/repositories/working-with-files/managing-large-files/about-large-files-on-github).
-- Targets with different speeds.
-- Textures on the walls and ground.
-- Adding obstacles in front of the targets.
+### Resources
-[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.
+- [Unreal Engine's AI Documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/ai-system-settings-in-the-unreal-engine-project-settings?application_version=5.5)
+- [Projectile Movement Component](https://dev.epicgames.com/documentation/en-us/unreal-engine/BlueprintAPI/Game/Components/ProjectileMovement?application_version=5.5)
+- [Mixamo for character animations and models](https://www.mixamo.com/)
+- [SketchFab for 3D models](https://sketchfab.com/)
+- [itch.io for additional assets](https://itch.io/)
diff --git a/subjects/gaming/firing-range/audit/README.md b/subjects/gaming/firing-range/audit/README.md
index 871c9a15c..f3bbd49b7 100644
--- a/subjects/gaming/firing-range/audit/README.md
+++ b/subjects/gaming/firing-range/audit/README.md
@@ -1,27 +1,79 @@
> Due to file size reason, the solution might be uploaded on GitHub instead of Gitea!
-#### Functional
+#### Main menu
-###### Are the map size (X = 35, Y = 40, Z = 1) and composition (using cubes) being respected?
+###### Is the main menu widget on a separate level/map?
-###### Are the projectile size (X = Y = Z = 0,5) and speed (10000) being respected?
+###### Does the main menu contain a Start Game button that transitions to the firing range gameplay?
-###### If you try to move the target to the target zone, is the player forbidden from trespassing to that zone by an invisible wall?
+###### Does the main menu contain a Settings button for adjusting mouse sensitivity?
-###### When you shoot a target, does the bullet go through the invisible wall?
+###### Does the main menu contain an Exit Game button?
-###### Did the targets correctly lay on the floor when hit by the projectile?
+#### HUD
-###### Did the target rotate from the bottom and not from the center?
+###### Does the HUD display an accurate crosshair that indicates the bullet's point of impact?
-###### Is there only one class “BP_Target” present on the project?
+###### Does the HUD display the player's accuracy?
-###### Do all the public variables have a tooltip? (Mouse over it to check if a description is set or check if the variable have a little green eye on the right)
+###### Does the HUD display the remaining ammunition and the reload status?
+
+#### Player Character
+
+###### Can the player character move around the firing range?
+
+###### Is input handling for aiming, shooting, and reloading functional?
+
+###### Can the player interact with ammo pickups to replenish ammunition?
+
+#### Weapons
+
+###### Does the weapon have recoil mechanics implemented?
+
+###### Can the weapon be reloaded and has a proper reloading animation?
+
+###### Are projectile physics implemented for bullets, simulating accurate bullet trajectories?
+
+###### Is hit detection for bullets functional, with audio and visual feedback upon impact?
+
+#### Targets and AI
+
+###### Is there a stationary target present in the firing range?
+
+###### Is there a moving target with basic AI that follows a predefined path or pattern?
+
+###### Is hit detection implemented for both stationary and moving targets?
+
+###### Do the targets respawn after being hit, within a set interval?
+
+#### Level Design
+
+###### Does the firing range follow a coherent and immersive theme?
+
+###### Is the level lighting and environment properly set up for clarity and appeal?
+
+###### Does the level include a section with stationary targets?
+
+###### Does the level include a section with moving targets?
+
+###### Are there ammo pickups available for the player to replenish ammunition?
+
+#### Game Loop Logic
+
+###### Does the game loop start with a loaded weapon, ready for the player to shoot?
+
+###### Can the player open a pause menu?
+
+###### Does the pause menu include a restart button (reset score, targets, and ammo)?
+
+###### Does the pause menu include a return to the main menu button?
#### Bonus
-###### +Do different targets have different speeds?
+###### +Have additional weapons (e.g., shotgun, sniper rifle) with unique shooting and reload mechanics been added?
+
+###### +Has more advanced target AI with random movement patterns or difficulty levels been implemented?
-###### +Do the walls and floor have texture?
+###### +Are there hit zones for targets (e.g., headshots) that award more points or accuracy?
-###### +Are there obstacles in front of targets?
+###### +Has a timed challenge mode been added where the player must hit all targets within a set time frame?
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