Zombie Apocalypse
Duration: 4 months
Role: Level and Game Designer
Project Description:
My goal in this project was to familiarize myself with many shooting and driving mechanics that I have learned in projects I have learned in the past. Once I discovered them, I knew I wanted to make something out of this and while I don't spend too much time playing shooter games, I still found this fun and entertaining to work on. This also allowed me to improve my level design skills greatly as I learned not only how to make platformers but also shooters.

Team Size: Individual
Tools Used: Unity, Environment Assets

LEVEL SHOWCASE


DESIGN GOALS
Design for the Genre:
Usually I don't design many shooter maps as I don't play very many unlike many people I know, but I decided to give this kind of genre a go and see what I could make for variation. I used many games as inspiration such as Resident Evil, Left 4 Dead 2, and Back 4 Blood. I wanted to use all the prior knowledge I have gained through the many hours I have spent playing those games and improve my design decisions so I can make a map the has great flow and navigation to make it look like an official map
Familiar Flow with Genre:
My main focus upon starting this project was to see how I can design an official map by looking at the many levels of shooter games I love playing. I feel like the map I have designed here is simliar to the ones seen in the Resident Evil series. I also used many enemies from the Left 4 Dead series to make a combination of the two. I added some additional hazards that aren't found in these particular game to try to get players to rethink some of their strategies
Design with Proper Design Processes in Mind:
This was a project I worked on after my school's semester came to an end. When I started to make the project, I set myself similar deadlines to the ones the school would give me and start by drawing some rough sketches and somehow start putting it together to make a map that the player can walk around in before adding any obstacles and hazards. After that, I made myself an LDD (Level Design Document) so I could get into proper greyboxing and start adjusting the design of my level based on the results of my playtesters.
LEVEL DESIGN PROCESS
Pre-Production:
To make the level, I started the project by first finding some assets that I found of an asset store and organize them in a way that it would look like a Resident Evil based kind of map. I already knew I wanted to make a more nature-focused layout and environment and at the same time that would get me to critically think. I also had to play around with the terrain and landscape tools as I don't use those very often when designing these kinds of levels