Phantom Culprit: The Characters
The Player
Creating my player character was a tough part of the design as I feel the character choice should reflect on the gameplay and story. Do I want a super trained solider with a machine gun to mow down zombies or do I want a rookie police officer armed with a basic weapon and no training with it. The latter was my choice. This fits in with the gameplay I wanted, a weak weapon and tough to kill enemies.
The character went through a few design choices but was settled to look like someone with little training who was not fully prepared for the situation but had adapted quickly. To show this I designed a character in normal every day clothing but with equipment they found very shortly after the zombie outbreak. This includes the torch, weapon holster and the handgun. (See the next post for the design process).
The Zombies
Every great zombie game needs some scary looking zombies. Seeing as the game would be set in a police station it makes sense most zombies would be former police officers. Obviously I couldn't create a lot of different meshes and characters for this project so I went for 3 police officers and 1 civilian zombie design. The zombies, like the player character, were designed in Adobe Fuse but then edited with Substance Painter to added extra gore and blood.
The zombie mesh in Unreal Engine wit the added blood and gore from Substance Painter. |
To make every zombie encounter different and to add to the zombie gore I created a very basic dismemberment system. This can be triggered once a zombies health reaches a set threshold and the zombie is shot in the right area. Once these requirements are met the zombies head can explode or their arm fall off. These effects are achieved by hiding the bone name and firing a particle system representing blood splatter.
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