Undead Onslaught Game Design
In this project, I set out to learn Unreal Engine by remaking the university group project S.M.G.V.B.S.S.H.F.. The goal was to deepen my understanding of Unreal's tools and workflows while recreating and improving upon the original game. This involved exploring Unreal Engine's advanced features to enhance gameplay and visual fidelity.
Role
Lead Developer
team size
1 person
development time
on-going
Game Engine
Unity
Genre
First Person Shooter
Technologies used

Unreal Engine 5

C#

GIT

Photoshop

Trello
design Process
In developing Undead Onslaught, I followed a five-step design process. Each phase played a crucial role in shaping the game's mechanics, systems, and overall player experience, ensuring that the final product was well-structured and cohesive, with a strong focus on both gameplay and technical execution.
1
DESGIN DOCUMENT
prototyping
rought blockout
2
3
refinement of level design
4
passover and feedback
5
Gameplay Breakdown
Undead Onslaught is designed around a layered gameplay loop that engages players on multiple timescales.
Explore abandoned facility
getting ready for the next wave
fighting enemy's
In the moment-to-moment experience, players engage in fast-paced combat, moving fluidly around zombies, aiming and firing precisely, and collecting tactical power-ups such as Max Ammo or Insta-Kill. Players must constantly monitor their surroundings to avoid being cornered while repairing barricades to delay enemy spawns.
On a minute-to-minute scale, players are challenged to manage resources and make decisions about how to spend earned points. Whether unlocking a new section of the map, purchasing a new weapon, or activating a perk, each choice influences survival. Strategic positioning and coordination (in multiplayer scenarios) are crucial to maximizing efficiency and minimizing risk.
Over the course of a full gameplay session, the experience evolves as new threats emerge. Players unlock additional map areas, encounter unique enemies or mini-bosses, and acquire stronger upgrades. Progressing through escalating waves requires players to adapt their tactics, upgrade their gear via the upgrade machine, and make increasingly difficult decisions about how to allocate limited resources.
Wave-Based Enemy Spawning:
Wave-based enemy spawning in Undead Onslaught is designed to escalate difficulty over time by introducing stronger, faster, or more numerous foes as the game progresses. To maintain a balanced experience, the spawning system dynamically adapts to the player’s performance, ensuring that the gameplay neither becomes too easy nor overwhelmingly difficult.

Level Breakdown
Project Goal:
In this project, I aimed to create a level that felt realistic an immersive laboratory environment designed to give players a sense of exploration and authenticity.
Research and Inspiration:
Level Design and Layout Planning:
Prototyping and Playtesting:
Visual Design and Aesthetic Planning:
Asset Creation and Visual Cohesion:
Environmental Detailing and Prop Placement:
Level Design Conclusion:
AI Document
During the development of Undead Onslaught, I was focused on creating AI enemies that would challenge the player throughout the game. The primary goal was to design enemies that not only posed a threat but also complemented the game's fast-paced, wave-based combat system.
The AI enemy was designed to be agile and relentless, capable of quickly closing the distance to overwhelm the player. Forcing the player to adopt different strategies depending on the situation.

The AI enemy in Undead Onslaught are designed to be agile and relentless, capable of quickly closing the distance to overwhelm the player. The primary goal behind this design was to instill a sense of urgency and tension, making the player feel like they are facing a small yet unstoppable force. This fast-paced and aggressive behavior challenges players to think on their feet, constantly repositioning and using the environment strategically to survive the relentless pursuit.
at the start of the game the AI start of slow letting the player feel like they have a the advantage but the longer the player survives the faster the AI become making the player have more of a challenge and has to take on more of a risker play.

Weapon Design
The I worked on designing a weapons that would feel engaging and enjoyable to use, focusing on creating a satisfying gameplay experience. To start, the I conducted research into various weapons types that would complement the game’s fast-paced combat and wave-based enemy encounters
The I worked on designing a weapons that would feel engaging and enjoyable to use, focusing on creating a satisfying gameplay experience. To start, the I conducted research into various weapon types that would complement the game’s fast-paced combat and wave-based enemy encounters
At the start of the game the player start off with a pistol that does little damage but it a good way for the player to get points to be able to open up the more or get a new weapon


the AR class of weapon are designed to be a fast firing weapons but has a low damage weapon type. this let the player be earn points easily but deals low damage. this challenges the player with keeping the ai enemies

the rifle class of weapon are designed to be a slow firing weapons but has a high damage weapon type. this make the player rean points slower but it is easier to fight off the ai enemies.
