
Nazi Zombies
First Person Horde Game
Work
"URGHHRGGRHHH!"
- Zombie, Nazi Zombies
Nazi Zombies was my first solo project. Zazi Zombies is a first-person horde game that focuses on a wave-based system to push the player to the highest round they can challenge themselves with. This game was inspired by the original zombies seen in games such as Call of Duty.
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Play as a soldier in a run-down slum town where you must kill zombies to earn points before unlocking the next area. Roam around the map to find vending machines to give you that extra advantage, but be careful of the music. You never know what lurks in the shadows.
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​This project was carried out as a solo project and allowed me to experiment with roles such as:
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Game Designer
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C++ Visual Scripting
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Level Design
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UX/ UI Design
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Note: I did not make any of the assets or sounds seen in this game. I do not own any copyrights any assets or sounds used have been used for educational and personal use only.

Starting Area - Nazi Zombies
The starting area allows the player to earn points fast with zombies coming from three directions that the player can the rebuild to slow down oncoming zombies

Unlocking Areas - Nazi Zombies
To unlock the next area that will provide the player with perks and new weapons they first need to spend the points they have earned from killing zombies.

Buying Perks - Nazi Zombies
Once, the player has bought a new area they will be rewarded with new items they can buy, whether it be new weapons or perks that increase reload speed, extra health, and fire rate.
Barricade Sytem
Barricades are set up at each section that the zombies come from, giving the player time to react. The player then has the opportunity to rebuild the barricades giving them an advantage in combat and giving them more points to unlock doors and buyable items.
Area Barricades
As the player kills the zombies they will be rewarded within came currency that allows them to purchase new areas inside the level
Buying System
Operation Pegasus aimed to create a real-life experience for the player by allowing them to shoot down soft material objects as well as breaching through those stronger materials to create new and creative access points to rooms.
Nazi Zombies was my first project in a game engine like Unreal Engine 4 and my first time using C++ Blueprints. At the start, I was sceptical if I was going to be able to produce anything, but after hours of researching on youtube, I quickly began to understand blueprints and how they worked.
Nevertheless, the project is far from perfect, and an example of this would be how the zombie interact. This is due to me not using behaviour trees to interact with the player and the environment around them, as I did not know of this. Due to me not having any knowledge of behaviour trees, I went away to learn after I completed this project as this failure within AI helps me improve future projects by teaching systems such as Environment Quiary System.
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Overall, I feel like this project had taught me variable skills when it came to gaining a basic knowledge of how unreal four works. List of things I learnt:
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Variables
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Functions
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Marios
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Destructible Meshes
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Each/ For Loops
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Basic Weapon Mechanics
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Basic UX/UI for player HUD
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Graphic Settings
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Optimisations issues for level design
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AI interactions (through actor blueprints only)
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