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Burial Ground

Direction, Programming & Design

Welcome to burial ground!  The Zombie apocalypse horror game set in New Orleans.  This game aspires to be a Co-op First Person Shooter for Mac and PC complete with an array of weapons, power ups, and a short multiplayer campaign.  Burial Ground is currently being made in Unity 3D. All of the assets (characters, environment etc.) are self made. It's been a blast working on this game, so I wanted to share my process here! check it out 

Environment Design

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Real Environment Texture mapping

I really wanted to create textures that felt life, especially for those good ol' New Orleans roads, and what better way to do that then grab textures from real life!  My partner and I took photos of different part the sidewalk and asphalt using a Cannon a6400 camera. afterwords the photos were taken into Photoshop to be blended together to create seamless textures.

Sidewalk
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Road
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Working on the Zombie

Like any great zombie game, the most important factor in making or breaking it is THE ZOMBIE!  So, I'm spending a lot of time working on the zombie physics and AI.  I want the experience to feel similar to Left for Dead; zombies that run after you and sometimes in big hordes, giving that feeling of adrenaline and claustrophobia.

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Zombie 1 Prototype

Blood FX

In an effort to try and make realistic blood I had an opportunity to experiment with Unity's HDRP shader graph. I made a blood material from a texture created in photoshop.  I then created a particle system and attached my material to it.

Here it is in action!  I shoot the zombie in the face, knocking it's head off and triggering the blood particle fx at the target transform position.

Dismemberment

 Nothing screams zombie horror like exploding limbs! I attempted to make my own version of a dismemberment script based on the Lets Make Dismemberment Tutorial on YouTube 

https://www.youtube.com/watch?v=oqcZXTBhVJY

I have a limb script that I attach to body parts that I want blown off.  the script works by scaling down the affected limb to a unit of 1 and then instantiate a blown off limb at the point of shot entry.

Open Wounds

 I'm trying to emulate characters having open wounds when shot in certain parts of the body by certain guns.  I've been experimenting with Unity's HDRP stencil buffer technique to achieve holes inside of geometry. Ive placed spheres all over the zombie's body that become active when shot, culling out holes in the zombies mesh, exposing it's skeleton.

Highlighting Items

I was able to create a shader that glows with intensity over time using Unity's shader graph.

the highlight shader is activated by a raycast

PROPS / WEAPONS

 modeled Using Blender

AXE

PISTOL

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HEALTHPACK

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User Interface

Instruction Icon

Healthbar

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In game User Interface

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Pause Screen UI

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