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GAME PREVIEW

Duration: 1 month

A ENDLESS ROUND BASED ZOMBIE SURVIVAL GAME

20

Developed solo in Unreal Engine 5.1, Your Last Stand was my first Unreal Engine completed game. I built core systems like gun logic, ammo, zombie AI, health, & animations, along with a realistic zombified rooftop level to tie it all together.

GAMEPLAY SYSTEMS & MECHANICS

SHOOTING LOGIC

Bullets use line traces to damage zombies or leave impact marks on surfaces. Players can aim down sights with a crosshair widget for more precise shooting, adding accuracy & feedback to combat.

RELOAD & AMMO

Firing decreases the ammo widget until empty, making players reload. To extend gameplay, a max ammo power-up spawns every 75 seconds, complete with a nostalgic COD-style “MAX AMMO” sound

DAMAGE SYSTEM

Using physics bodies, I built a damage system where head, body, arm, & leg shots deal different damage. Headshots kill in two bullets, while limbs take more, rewarding accuracy & making combat feel skill-based.

ZOMBIE AI SYSTEM

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ZOMBIE FOLLOW & ATTACKING

The AI uses pawn sensing to track players, with screams triggered by distance. They walk at range, run when closer, & attack to drain health on a hit trace, creating tension as they close in.

PLAYER HEALTH & REGENERATION

Zombies drain health on a successful trace, killing the player at zero. At 40% health, the screen flashes red, giving clear feedback and urgency to survive.

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LEVEL DESIGN

USE ARROWS ON THE LEFT AND RIGHT TO MOVE THROUGH IMAGES

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The level is set on an abandoned rooftop camp meant as a refuge from the zombie outbreak. Once a safe escape point, it has been overrun, leaving the player as the last survivor. This ties directly to the title "Your Last Stand", showing isolation & desperation in the fight to survive.

WIDGETS AND UI

WIDGETS & MAIN MENU

I built all game UI. This includes the main menu, ammo display, & zombie counter, to give players clear feedback & keep the experience smooth.

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KEY TAKEAWAYS

WHAT WENT WELL?

For my first completed Unreal Engine project, the systems came together well. Shooting, zombie AI, health, & UI all worked without major bugs, making the game stable & reliable. The rooftop level tied the theme together, creating a clear sense of atmosphere. I was especially proud of the visuals, which felt polished for a first project.

WHAT WENT WRONG?

Gameplay lacked variety, with only one weapon available & no melee system, which could make the loop repetitive over time. Ammo scarcity was another issue, as running dry left players stuck waiting for the power-up spawn. Development also leaned heavily on tutorials, showing I still had more to learn about building mechanics independently.

WHAT I LEARNED

I learned the importance of combining mechanics, level design, & UI into a finished product, even on a small scale. Balancing challenge & variety is key to keeping players engaged in a round-based game. Most importantly, finishing this project gave me the confidence & foundation to push further in Unreal with more complex multiplayer projects.

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