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Zombie Game Prototype

“Survive the undead apocalypse.”

  • Duration: 2023
  • Tech Used: Unity
Game Designer

Overview

Zombie Game Prototype is a first-person survival horror game where players must navigate a post-apocalyptic world filled with undead creatures. The game focuses on resource management, stealth mechanics, and intense combat scenarios as players strive to survive against overwhelming odds.

Game Mechanics & Design

  • I implemented a NavMesh-based AI navigation system in Unity to allow zombies to intelligently traverse the environment, adjusting agent radius, height, and slope settings to ensure realistic movement across uneven terrain.
  • I designed and structured a finite state machine using Unity’s Animator Controller, creating transitions between Idle, Move, and Die states to simulate responsive and behavior-driven enemies.
  • I programmed logic that connects animation states to gameplay conditions such as player detection, distance checks, and health thresholds, ensuring that the zombies react dynamically rather than relying on static animations.
Zombie Game Prototype key art

Level Design & Environment Development

  • I sculpted a mountainous terrain environment using Unity’s Terrain tools, intentionally shaping elevation changes to create natural barriers and strategic vantage points for both the player and enemy AI.
  • I designed a central village area within a valley to serve as the main combat zone, using environmental contrast between open spaces and dense forest clusters to control pacing and tension.
  • I strategically placed environmental assets such as trees and buildings to guide player movement, create ambush opportunities, and funnel zombie AI into meaningful engagement areas.

Solo Development & System Design

  • As a single developer, I managed the full production pipeline, integrating Unity with Visual Studio Code to script AI behavior, health systems, and animation triggers.
  • I independently debugged navigation and animation transition issues, refining state logic and pathfinding behavior to ensure smooth interaction between systems.
  • I prioritized functional gameplay systems over visual polish, focusing on building a technically stable and mechanically driven zombie prototype.

Key Screens / Art

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