top of page

Dust Zombie: The Last Stuff
A Third-person RPG

PROJECT OVERVIEW

INTRODUCTION

Concept

This level is where the player can explore and find equipment to cope with the current situation.
Depending on the player's play style and how deep into the level the player dares to go, the better equipment is waiting but also more dangerous enemies.
This level comes after one where the player defended their colony against a raid and unfortunately lost and now has to go out to find equipment and supplies.


Synopsis

In an area far, far away.

In a city that was first affected by the prevailing Z BreakOut ,

the player must fight against roaming vagrant Zombies, the player must fight without any equipment and instead use his mind,

using the environment and tricking the Zombies into getting them stuck in what was apparently a sort of defense system of mines, automated gun turrets and electrified fencing.


USP (Unique Selling Point)

This level is about luring the player with good equipment and more supplies.

But then the player must also dare to get as far in as they dare. and getting back out, the player is tested to conserve ammo and

medi-packs by either trying to sneak out or plan to exploit the previously discovered defense line.

PROJECT DETALS

  • Developed time: 2 weeks​​​

  • Engine used: Unreal Engine 5.3

  • Additional programs: Blender                                                               Epidemic Sound

                                            Sketchfab

  • Level design and gameplay

  • Visual Scripting (UE Blueprints)

Skärmbild 2023-12-15 165501.png
Skärmbild 2023-12-15 093414.png

WOW Moments

Once the player has obtained their equipment and supplies, the player will intentionally set off an alarm of some kind which will in turn wake up hordes of zombies.
But it would also be the area that had apparently been abandoned for a long time, sandstorms, drought.


Location
What is the architectural style?
Location: Milky Way / Local Cluster / Sol System /

Third planet (1AU from the Sun) / southwestern part of the

North America continent / in the state of Nevada, the county seat of Clark County in a post-apocalyptic Las Vegas with crumbling high rise buildings, obscured visibility due to sandstorms from Mojave Desert.


Environment
Warm and sunny, midday, dry due to drought, no flora and fauna
except for some dry remains of what look like tree trunks.

 

Sound
Aeolian sounds of the wind as it passes over or through objects
such as buildings and or other things.
Zombie breathing, growls and hissing.

Objective

The player must explore and find the components needed to start the generator and be able to access the military shelter where the best equipment and supplies are located.
When the player gains access to the equipment inside the shelter the player have to choose.


Gameplay Elements
Exploration, stealth/sneaking (if the player chooses), action/shooting (if the player chooses).


Difficulty
At the start of the level, it is not very difficult, the degree of difficulty increases the further into the level the player goes, and then reaches its peak when the player triggers the alarm and the hordes of zombies wake up.

Skärmbild 2023-12-15 094648.png

PROJECT SHOWREEL NAPKIN SKETCH AND OVERVIEW

Feel free to scroll through more images to view the process and in-game scenes that I have been a part of.

“I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.” 

tgalogo_2019.png

Social media

  • Youtube
  • Facebook
  • LinkedIn

My CV

bottom of page