Army of the Dead ; Requiem
is vertical Slice of a top-down zombie shooter combining tactical combat and dynamic mission variety.
Players command an elite Ex-Military Squad fighting through varied scenarios in a zombie-infested world,
from clearing zombie hoard to wave based tower defense and boss encounters.
Project Goals
Create a top-down shooter prototype with twin-stick controls, Multiple gameplay types, and Multiple character class to showcase my skills in technical design, gameplay systems, Basic AI and Mission logic
Design Pillars
Fast-Paced Tactical Combat
Emphasis on mobility, positioning, and quick decision-making.
Mission-Driven Gameplay
Handcrafted missions with varied objectives: Elimination, Tower Defense, Boss Fights.
Class-Based Character Variety
Three distinct characters with unique weapons and combat roles ; Encourages different playstyles and tactical approaches.
Level Design
Players start at a central HQ where they can select a character, customize gear, and launch into one of the available missions.
Each mission is designed to challenge the player’s reflexes, positioning, and tactical choices.

Elimination
Linear progression with optional loop (Room 3) to explore or get flanked.
Wide, open shapes in key rooms to support movement-heavy fights with Tanks.
Red walls/gates to seperate combat zones (e.g., gates close when entering).
Alternates between tension (narrow halls) and release (open rooms).

Tower Defense
Large octagonal layout supports 360° defense, forcing players to multitask and plan coverage.
A vulnerable objective (citizens) is located in the dead center, creating natural pressure from all angles.
Players must decide where to prioritize— spread thin to cover all sides or stack one side and rotate.

Boss Battle
The octagon provides space for radial movement, making it ideal for circle-strafing, kiting, and telegraphed boss attacks.
No pillars or objects = fully readable attack space, useful for a telegraph-heavy, mobility-focused boss like a leaping or slamming Tank.
Outcomes
Developed character abilities with custom hitboxes, cooldowns, and input handling.
Used state machines and animation triggers for melee combos and ultimates.
Designed flexible enemy wave and spawn systems for elimination and defense missions.
Created reusable level templates and encounter setups in Unity.









