Call of the Zombie, 2017
"Call of the Zombie" was developed in 48 hours for the Global Game Jam, 2017, (Facebook HQ location). The theme of this Global Game Jam was waves.
"Call of the Zombie" is a two-person/ multiplayer VR hide-and-seek game using light and echo-location. One player is the Zombie; the others are Humans. The Zombie's goal is to capture the Humans, and the Humans need to evade the Zombie. The Humans navigate with a dim light with a short radius, like the light cast from a lantern or flashlight. The Zombie navigates using "echo-location". When they growl and groan the noise triggers a blast of wave energy that makes the world around them temporarily visible. The wave energy is depicted with a special shader, that sends a visible pulse through everything in the room that would be seen if the Zombie could see light.
The game was developed with Unity3d for Samsung Gear VR and other VR devices. The artists, including myself, modeled everything in Maya.
The team included:
George Katsaros (Developer at One More Turn) - Game Designer/ Programmer
John Park (3D Artist previously at SGN) - Level Designer/ 3d Artist
Celeste Gamble (Environment Artist at Livid Interactive/ Helios Interactive) - 3D Artist
In order to make fast progress on the project, we made use of Unity Collaborate. This new Unity feature was extremely useful for our very small team project, and has a lot of promise for larger projects as well. https://unity3d.com/services/collaborate
To play our game, visit here.
"Call of the Zombie" is a two-person/ multiplayer VR hide-and-seek game using light and echo-location. One player is the Zombie; the others are Humans. The Zombie's goal is to capture the Humans, and the Humans need to evade the Zombie. The Humans navigate with a dim light with a short radius, like the light cast from a lantern or flashlight. The Zombie navigates using "echo-location". When they growl and groan the noise triggers a blast of wave energy that makes the world around them temporarily visible. The wave energy is depicted with a special shader, that sends a visible pulse through everything in the room that would be seen if the Zombie could see light.
The game was developed with Unity3d for Samsung Gear VR and other VR devices. The artists, including myself, modeled everything in Maya.
The team included:
George Katsaros (Developer at One More Turn) - Game Designer/ Programmer
John Park (3D Artist previously at SGN) - Level Designer/ 3d Artist
Celeste Gamble (Environment Artist at Livid Interactive/ Helios Interactive) - 3D Artist
In order to make fast progress on the project, we made use of Unity Collaborate. This new Unity feature was extremely useful for our very small team project, and has a lot of promise for larger projects as well. https://unity3d.com/services/collaborate
To play our game, visit here.