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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

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.

LEVEL DESIGN
USE ARROWS ON THE LEFT AND RIGHT TO MOVE THROUGH IMAGES
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.

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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