Zomboween Aparkolypse

Timeframe: September 2024 - October 31, 2024
Position: Level Designer
Team Size: 3
Description: Zomboween is a round-based 3rd person survival shooter. The player must explore the park to find power-ups to upgrade their weapons in order to combat the ever-increasing hordes of zombies trying to kill them
Biggest Inspirations: Call of Duty Black Ops 2 and 3 Zombies
Engine: Unreal Engine​​​​​​​
Objectives
- Create a natural flowing park that is path-oriented for the player to move around in
- Dictate player flow so they visit every area in the park
- Practice using tree variation to create depth in a level
- Get good at using splines to draw paths
- Create a central hub that the player can use to orient themselves around
- Must be Halloween/Autumn Themed
Level Version History
Version 1- A simple, direct outline of the base level
Version 1- A simple, direct outline of the base level
Version 2- Added more complex and windy pathing to feel more natural
Version 2- Added more complex and windy pathing to feel more natural
Version 3- Experimenting with tree variation
Version 3- Experimenting with tree variation
Version 4- Integrated tree color and size variation. Used a spline to draw the concrete path for players to follow
Version 4- Integrated tree color and size variation. Used a spline to draw the concrete path for players to follow
Version 5- Experimenting with night lighting and adding in different areas in between the main 4. Blue Night Lighting is used instead of Black so visibility is not affected as much
Version 5- Experimenting with night lighting and adding in different areas in between the main 4. Blue Night Lighting is used instead of Black so visibility is not affected as much
Version 6- Polish for those areas (Gazebo and Tunnel)
Version 6- Polish for those areas (Gazebo and Tunnel)
Player Flow Showcase

Level Explanation
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The line drawings are dictators for player flow

- The Green Line is the initial tutorial for the player dictating how the game will flow. The player spawns and is directed to the first buyable door through level design techniques. After this first door, they are on a very linear path that has a powerup directly on it. The player has now been taught about killing zombies for points, buying doors to unlock new areas, and that there are powerups that upgrade their weapon

The Red Line is only for the center of the map. The center acts as a landmark for the player, with a big fountain in the middle. The player can choose from three different paths depending on the route they want to take.

- The Blue Line represents the majority of the game where the player is looking for weapon upgrades on a large interconnected map. There are shortcuts in between areas like the tunnel so that the player will not have to constantly go through the center area to get to a new location

A combination of the initial spawn camera, leading lines, the angled downhill, and light sources guide the player to the first buyable door

Here is what the Powerup looks like. It is very difficult for a player to miss it. Teaching the player what they look like and why they are beneficial

Here is what the center of the map looks like, The arrows point to the routes the player can take

Every Area that is not the tutorial has at least 2 exits so that the player is not forced to go back to the center if they do not want to

Keeping the player moving and exploring new areas is important to a game about survival

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