Zombie Run
Project Snapshot
Zombie Run is a small 2D platformer game made in Unity. The player keeps running to escape from being cought by zombies, pick and use a bomb to eliminate zombies.
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Engine: Unity
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Team scale: 4
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Platform: Android (Samsung Tablet 8)
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Click to download apk file
Project Overview
This game is the first Unity project I have been involved in. The game mechanic is very simple: From the start, a bunch of zombies will chase the player. The player keeps running and has 2 actions: jumping to dodge obstacles and throwing a bomb to eliminate zombie hordes (zombies will slowly increase). If the player can survive within a specific distance, he'll finish the level.
The game includes 3 levels: the first 2 are linear, and the 3rd one is a randomly level chunk combination.
My Role
Game & Level Designer: Resposible for the whole gameplay mechanic and level layout, sound effects.
Level Sample Overview
For level 1 and level 2, the main goal is to quickly introduce the game to the player, teach them how to play and build their confidence to keep playing, I made 2 linear levels with gradually increased difficulty. In these 2 levels, I want the player to learn only 2 actions: Press to jump over obstacles, Press to use a bomb to eliminate zombies. The player should suvival1 minute and 2 minutes to clear level 1 and 2.


Click to view the full size image
The 3rd level is focused on the challenge. The player will meet different level chunks combination, he should make a quick reaction to the complex landscape. The level can be replayed as it is randomly generated from the level chunk pool. I made 10 level chunks and enlarged the level survival time to 150 seconds.



Some random chuncks
Art Overview
To make the player feels making the progression, I designed the background image from dark to light with sun rising. As there is only one artist in the team, it is an efficient way to make different visual themes with only one image.



Post Mortem
What went well?
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My first Unity project can play from start to end.
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The small team can work and communicate efficiently.
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The player can concentrate highly on the gameplay.
What went wrong?
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Holidays reduced the developing time and I have to crunch to catch up with the plan.
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Added to many mechanics in the early developing stage and had to cut some during the late production.
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When planning for art assets, I forgot to add specific UI references.
What I learned?
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As a game designer, I need to think ahead and cover every detail of the game.
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Ask other designers for more advice and motivate them to provide more ideas as candidates.
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Some designers are innovative and positive in contributing ideas, but others may rely on references and provide precise ideas. We need to change communication methods when working with these two different designers.