
Updated : Feb 02 2024

The glorious Taj Mahal visible from the 4th quadrant.

Improvement in the art and lighting over the course of the project.

Shooting range, one of the 4 quadrants in the level.

The glorious Taj Mahal visible from the 4th quadrant.
Note: Use the arrows on the screen to navigate
Note: Hover for description, click to enlarge image
MONSTER MAYHEM
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The zombies have taken over but humans are fighting back. After successfully capturing the first-turned zombie, a group of 5 friends thought they stood a chance in finding the cure. They are about to be taken by surprise as groups and groups of zombies are about to respond to their's alpha's call and bring down Taj Mahal in an attempt to rescue him.
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A cooperative PVE game where you fight hordes and hordes of zombies and must protect the Taj Mahal while doing so.
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FEATURES
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A new take on the classic Tower Defense genre
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Unique sets of zombie hordes and bosses
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A sweet blend of blocky and stylized art styles
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WORK
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Designed game features, gameplay mechanics, and the premise for Monster Mayhem - a new take on the classic top-down tower defence genre. Modelled the game design document format and wrote the same for the game. Translate stages of the game flow into reality by closely collaborating with respective teams.
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Directed the art for Monster Mayhem. Setup the art style of the game and achieved a harmonic blend of blocky characters and a low-poly environment.
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Designed the level as close as to the real-world Taj Mahal replica while adding elements of architecture that convey the idea of a shelter in a post-apocalyptic world.
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Designed minions, mini-bosses and bosses for the game. Defined the aesthetics, behaviour and attack patterns for enemies and brought them to life by collaborating with artists, animators and programmers.
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Formulated a dynamic wave system that scales itself with the number of players. Devised an algorithm for spawning collectables (ammo, health packs, throwables) and special weapons, and integrated it with the wave system.
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Balance the game by reiterating over value tables for enemy, weapon, and player stats. Organize playtest and dissect feedback.
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Significantly improved AI navigation by placing spawn points in line with the level openings and strategically placing obstacles and diversions to evenly distribute the zombie traffic in the level.
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Established an eerie vibe to match the game's setting through constant experiments with scene lighting. Experiment with artificial light sources and improve AI visibility without taxing performance.
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Bumped up in-game FPS by 75% by introducing asset LODs, catered UNITY project settings, occlusion culling, light mapper and camera settings. Research new methods to maintain 30+ FPS on low-end Android devices, improve memory consumption and compress build size.
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TOOLS
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Engine - Unity
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3D assets - Maya, Blender
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UI/UX - Figma, Affinity Designer
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Sound - Sound Libraries
Note: Currently, this project is on hold and hence no further content (gameplay videos, images, info) will be released.