Zombie Game Created in Unreal Engine 4 Featuring a Tutorial Round, Enemies Spawned in Rounds of Gameplay, Teleporters, Randomly Spawned Item Pickups, and a Final Boss Fight
Main Menu
Instructions page can be accessed from the main menu to learn about the controls
At the start the game, they player follows several prompts on-screen in order to learn the controls and how to use the teleporters, item spawn points, and follow the arrow to start the first round of zombie slaughtering! 
Opening of the game and the game's introductory tutorial 
This arrow appears during the tutorial and points the player in the right direction for each round after the tutorial
Minimap helps the player to see where they need to go by following the arrow
Pickup items for health, armor, and ammo are spawned near these boxes in the level
Item Spawner blueprint contents
After going through the tutorial, the on-screen prompt directs the player to follow the arrow on the ground which leads them to the first round. 
Enemies are spawned from these portals
The enemies are spawned from portals during each round of gameplay. Below you can see the blueprints that were used to control their behavior. 
Teleporters bring the player to the beginning of the next round at the conclusion of the previous round. 
Teleporter that brings the player to each new round at the conclusion of the previous round
Round 1 is triggered after the tutorial sequence and introduces the player to the gameplay with a series of slower-moving cop zombie enemies. 
Cop Zombie's animation blueprint 
All of the enemies are setup with animation blueprints, 1-dimensional blendspaces to control their movement, and attack montages which are called by their character blueprints when they are triggered to attack. 
1-Dimensional Blendspace for the Cop Zombie's movement
Montage created with an attack notify for Cop Zombie's attack animation
Zombie cop's attack montage event where the montage is called to play during the custom attack event
Round 1 is the least difficult round and introduces the player to the basics of gameplay
In the photo-grid below, you can see the AI Brain blueprint contents that control AI behavior. AI behaviors include patrolling when player was not in their view and pursuing the player when the player was within their field of view. 
Round 2 Start! 
Zombie girls attack during round 2
Zombie girl's animation blueprint
1-Dimensional blendspace for zombie girl's movement
Zombie girl attack montage 
Round 2 is a bit more difficult than round 1, as the zombie girls move much more quickly
Teleporter at the end of Round 2 that brings the player to Round 3
Round 3 Start! 
Round 3 Start
Round 3 gameplay video 
FirstPersonCharacter blueprint and functions within it for armor and health depletion and regeneration and the game pause mechanism. 
Round 4 Start!
Round 4 boss fight start 
Parasite Boss character blueprint
Parasite boss animation blueprint 
Boss parasite moving state 
Boss parasite character blueprint events
Parasite boss in game 
Parasite boss portal spawn 
Win and lose screens
"You Win!!" screen upon defeating the Parasite boss 
The screen seen when the player is defeated by the zombies

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