Untitled Zombie Game

Concept

This project is a prototype inspired by the Call of Duty: Zombies game mode developed by Treyarch. Through this prototype, I aimed to deepen my understanding of various aspects of game development, including multiplayer networking, shader programming, and first-person shooter design patterns.

The prototype features a fast-paced, intense gameplay experience with challenging enemy encounters and engaging level design. By implementing the zone system pioneered by Treyarch, I created a cohesive game world that keeps players on their toes and adds an extra layer of challenge to the gameplay.

Throughout the development process, I gained valuable insights into the technical and design considerations that go into creating a successful game. The project serves as a testament to my passion for game development and my ability to tackle complex problems with creative solutions.

Project Details

Team Size: 1

Year: 2021

Project Form: Prototype

Project Length 2 Months

Engine: Unity

Source Control: GitHub

Responsibilities: Programming, Technical Design, Game Design

Notable Work

Level Design

For this project, I aimed to capture the essence of the original Treyarch zombie maps by incorporating their proven design principles into the level design. I focused on creating sections of interest and open areas where players would spend the majority of their time. To achieve this, I divided the map into tight areas that ultimately led to the central core area where players would naturally gravitate.

To make the experience even more engaging, I designed additional points of interest within these tight areas, which gave players a compelling reason to venture out from the core area. While this prototype is still a work in progress, it showcases my ability to create compelling level designs that keep players engaged and entertained.

Extensive thought was given to the game mechanics when crafting the level design. The early sections were finely tuned to provide intense moment-to-moment action, encouraging close-quarters combat with a high level of risk in exchange for more power. Conversely, the expansive open areas presented a more spacious environment, allowing for strategic maneuvering and kiting. This deliberate design choice empowered players to make interesting decisions about how to allocate their points: focusing on upgrading their power or opting to provide more breathing room.

Zone System

In developing this prototype, I implemented a custom version of the zone system pioneered by Treyarch.

The map was divided into unique zones, each offering its own distinct characteristics and gameplay elements. This approach yields multiple benefits, such as ensuring that zombies spawn in close proximity to the player, leading to a more immersive and intense experience. Additionally, it facilitates the efficient recycling of distant enemies, further enhancing the overall gameplay & performance.

By adopting this design methodology, I was able to create a more cohesive and engaging game world that kept players on their toes and added an extra layer of challenge to the gameplay.

Zombies

The zombies in this game employ several useful systems to enhance their behavior. They utilize Unity NavMesh for optimal pathfinding towards the player, ensuring smooth and realistic movement. To handle the constant flow of zombies, I implemented the object pooling design pattern, which efficiently recycles objects instead of relying on creating and destroying them, resulting in improved performance and reduced resource consumption.

Weapon System

The weapon system was designed to be highly modular, allowing for easy customization and handling of various forms of weaponry such as single-fire, burst, automatic, and delayed. Each weapon can be easily adjusted to suit the player's preferences, with settings such as weapon sway, aim-down-sight time, and recoil spread being fully editable. These variables provide a unique level of customization that ensures each weapon feels distinct and offers a different playstyle.

Custom Shaders

The prototype features a visually intriguing shader effect that combines an outline shader and a toon shader. By applying this effect to low-poly models, the game's aesthetics resemble those of the popular game, Borderlands.

The shader was designed in such a way that it could be applied to any existing material and blend well with it. This allowed me to apply the shader to all objects in the scene, resulting in a consistent Borderlands-inspired look throughout the game.

Multiplayer System

The game features a robust multiplayer system implemented using Photon PUN. Players can create and join game lobbies, complete with customizable lobby names, sizes, and usernames. The system has been thoroughly tested to ensure smooth and stable online gameplay, providing players with an engaging and seamless multiplayer experience.



Links (Code & Visuals)