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GAME PREVIEW

Duration: December 2024 - Present

Please note that all updated & new mechanics may not be shown in this clip. This preview is meant to show the MAJORITY of current working mechanics and will be continue to be updated frequently every few months.

A LOCAL & ONLINE MULTIPLAYER ROUND BASED ZOMBIE SURVIVAL GAME!

In development with Unreal Engine 5 using Blueprint & C++, Warfront: Infected is an online and local multiplayer FPS/TPS horde survival game set to launch on Steam and Xbox Series X/S in April 2025. I handled all design, programming, and implementation. Below are clips showcasing the mechanics I developed.

INFECTED AI

PLAYER SENSING

Using pawn sensing for sight, SFX for hearing (gunshots, footsteps, etc), and a auto detect radius, the infected AI I created are very advanced hunters for players.

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DIFFERENT VARIETIES OF INFECTED

There are 8+ different variants of Infected in all different colors and sizes. Some are tankier, quicker, taller, and more. This gives players variety in gameplay. 

ROUND BASED WAVE SPAWNING

Similar to the traditional COD: Black Ops system, a round-based wave system is implemented through a tracker / timer I programmed. The Infected spawn in as either walkers or runners.

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INFECTED JUMP SCARES

The infected behavior works in a way that causes Quiet Walkers to eventually become Runners after a random period of time. Runners are much louder—except on rare occasions after transitioning from a Walker. In these instances, they remain dead silent until they're right next to the player. At that moment, a sudden, deafening screech erupts in the player's ear as they attack, guaranteeing a jump scare every time!

PLAYER MECHANICS

FIRST & THIRD PERSON CAMERA

Similar to modern COD, players can switch to a shoulder third person or traditional first-person experience. The first person is designed to be a true POV view, as shown.
 

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8+ UNIQUE WEAPONS

Players are equipped to gather a variety of different weapons. There are: Auto rifles, Snipers, Pistols, Grenades, Rocket Launchers, and Burst Rifles. This is through a parent - child UE blueprint class setup.

PLAYER DOWN / REVIVE SYSTEM

With a down but not out system, players have a limited time to be revived by others when going down to get back in the fight. 
 

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POST DEATH SPECTATING

Upon death, players can spectate their teammates while waiting on respawning in the next round. A must to keep players interested post death gameplay!

WEAPON / ITEM SHOP

Mixing together the original COD mystery box with the armory, players are able to purchase weapons and equipment through these pop-up shops. I used the name "Guns N Shit." The name definitely fits its purpose!
 

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OMNIDIRECTIONAL SPRINTING

It was so fun to use in COD: Black Ops 6 that I decided to create my own. Players can sprint and crouch in any direction they choose. I am also currently working on a slide/diving system to enhance movement.

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LOBBY SYSTEM

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LEVEL DESIGN

Any COD: Black Ops 3 fans will already recognize the image when creating this level. I wanted to recreate the creepy atmosphere BO3's lobby background had, but with my own aspect too it. 

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INSPIRATION

I used the similar aspects of the campfire, zombies walking in the background, and the creepy forest. I can't imagine a better setting for a zombie/infected game!

HOST / JOIN GAMES

Players can host and join games, whether on an official public server hosted or a local one, making this game LAN- and split-screen-friendly—just like the old days.

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"READY UP" MECHANIC

Upon loading in, similar to Fortnite BR, players must ready up before starting the game. I challenged myself implementing this and learned a lot of network multiplayer logic.

CUSTOMIZABLE GAME SETTINGS

Upon starting up, hosts can customize game settings, including the map, round limit, chat options, and server name. They also have the ability to kick players.

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UI DESIGN

ADVANCED MAIN MENU

I designed the level & UI for the Infected menu to give a thrill upon opening the game, also blasting some heavy metal music similar to the song 115.

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CUSTOMIZABLE SETTINGS MENU

Players at any time can change graphics for performance, specific audio volume, and input for controls. This makes Warfront Controller-Keyboard friendly!

CO-OP PREVIEW
 

FULL PLAYER REPLICATION

All features shown are 100% replicated whether the player is the host or a client. This allows for co-op, enhancing the experience and immersion.

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FULL INFECTED REPLICATION

Similarly to the player replication, all  Infected actions are fully accurate to what every other player is seeing on their end.

GAME AND VOICE CHAT

Players can type in a public chat, send private messages, and use a proximity chat system I designed, similar to COD: Warzone. This works in the lobby and in game.

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