top of page

GAME PREVIEW

Duration: December 2024 - April 2025

A LOCAL & ONLINE MULTIPLAYER ROUND BASED ZOMBIE SURVIVAL GAME!

Developed with Unreal Engine 5 using Blueprint & C++, Warfront is a game I released on Steam & in review for Xbox. I handled all design / programming for every mechanic & UI, as well as the games production as the group lead. Below are clips & details showcasing the mechanics I developed.

PLAYER MECHANICS

PLAYER DOWN / REVIVE SYSTEM

I built a down-but-not-out system so teammates can revive each other within a time limit. This keeps players engaged after being knocked down & reinforces teamwork.

reviving.gif
weaponry.gif

8+ UNIQUE WEAPONS

Players can collect a range of weapons, with rifles, pistols, snipers, grenades, & RPGs. This system was built using a parent–child Blueprint class setup for easy expansion.

UPGRADING WEAPONS

Inspired by COD’s "Pack-a-Punch", I built "The Crucible", a glowing alien structure that upgrades weapons with more damage, new VFX, sounds, & animated camo, adding progression for players.

Crucible.gif
WallBuy.gif

PURCHASING WEAPONS

Players can spend points earned from killing Infected to buy weapons from wall spawns scattered across the map, adding progression and variety to gameplay.

POST DEATH SPECTATING

When players die, they can spectate teammates until the next round. This keeps them engaged after death instead of waiting.

spectating.gif
gunsnshit.gif

WEAPON / ITEM SHOP

I combined the COD-style mystery box with an armory, letting players buy weapons and gear from pop-up shops. I called it “Guns N Shit” to match the game’s chaotic tone.

OMNIDIRECTIONAL SPRINTING

Inspired by Black Ops 6, I built my own movement system where players can sprint in any direction to expand mobility and keep gameplay fast and fluid.

omni.gif
camera.gif

FIRST & THIRD PERSON CAMERA

Players can swap between a shoulder TPS view & a traditional first-person mode. The FPS view is built as a true POV for immersion.

POWER SYSTEM

When found, players can turn on the power, lighting up the entire map! This encourages players to travel the level to find the power switch to improve visibility in the game.

Power.gif

LOBBY SYSTEM

Screenshot 2025-02-17 003907.png
bo3lobby.jpg

LEVEL DESIGN

Fans of COD: Black Ops 3 will recognize the inspiration for this level. I set out to recreate its eerie lobby atmosphere while adding my own unique twist.

INSPIRATION

I drew on elements from BO3 like the campfire, zombies in the background, & a dark forest capturing a chilling atmosphere, creating a perfect setting for the game.

HOST / JOIN GAMES

Players can host or join games on public servers or locally, with full LAN and split-screen support. This was designed to bring back the classic feel of old-school couch play I grew up with.

lobby.gif
ready up.gif

"READY UP" MECHANIC

Like Fortnite BR, players must ready up before a match begins. Building this system pushed me to learn multiplayer networking and gave me valuable experience with lobby logic.

CUSTOMIZABLE GAME SETTINGS

Hosts can customize settings such as map, round limit, chat options, & server name. They also have control to kick players, giving flexibility while keeping matches organized.

graphics.gif

INFECTED AI

PLAYER SENSING

With pawn sensing, I built the infected AI to track players through sight, sound, and proximity, forcing them to stay quiet & aware.

sensinggg.gif
zombietypes.gif

DIFFERENT VARIETIES OF INFECTED

I created over eight variants of Infected with different sizes, speed, & durability, giving players more variety & challenge in gameplay. My favorite is the spider Infected, which crawl horrifyingly!

ROUND BASED WAVE SPAWNING

I implemented a round-based wave system inspired by Call of Duty. Using a custom tracker and timer, Infected spawn as either walkers or runners to keep pacing dynamic.

round based.gif

INFECTED JUMP SCARES

I designed a Quiet Walker infected type which eventually transform into a Runner / Screamer after a random duration. Normally they grow louder as they charge to the player, but on occasion Quiet Walkers stay silent until reaching the player from behind, unleashing a loud & piercing screech as they attack, creating a guaranteed jump scare.

UI DESIGN

ADVANCED MAIN MENU

I designed the menu with a dark UI and a heavy metal track inspired by Kevin Sherwood’s 115, giving players a rush of energy & setting the game’s tone on startup

mainmenu (2).gif
settingsss.gif

CUSTOMIZABLE SETTINGS MENU

Players can adjust graphics, audio, and input settings at any time, making Warfront fully controller - & keyboard-friendly.

CO-OP PREVIEW
 

FULL PLAYER REPLICATION

All player features are fully replicated for both host & client, enabling co-op play & enhancing immersion.

replicationgif.gif
repliocation two.gif

FULL INFECTED REPLICATION

All Infected actions also replicate accurately across every player’s screen, ensuring consistency and fairness in gameplay.

GAME AND VOICE CHAT

I created a chat system with public, private, & proximity options working in both the lobby & game, keeping players connected & engaged.

gamechatwf.gif

KEY TAKEAWAYS

WHAT WENT WELL?

The infected AI felt tense and unpredictable, with sight, sound, and proximity making them true hunters. Multiple variants and the jump scare mechanic kept gameplay fresh, while player systems like omnidirectional sprinting, revive, and weapon variety made the loop engaging. Replication across players & Infected worked smoothly with some time.

WHAT WENT WRONG?

Balancing wave pacing & replication proved difficult, with some rounds dragging while others ended too abruptly. Larger groups sometimes caused desync issues, making fights feel uneven. The weapon shop also needed more polish to keep gear balanced, & lobby systems like “ready up” & customizable settings were prone to bugs in network testing.

WHAT I LEARNED

I learned how to design AI that creates tension without feeling unfair, & gained valuable experience with replication & multiplayer networking to ensure features worked for both host and client. Most importantly, I saw how AI, player mechanics, UI, & networking must all connect smoothly to deliver a complete experience.

bottom of page