Undead Descent
Undead Descent is a first-person zombie survival game set in a high-rise apartment complex overrun by the undead. Players take on the role of a lone survivor, trapped at the top of the building and forced to make their way down to escape. Each floor presents new threats, including increasingly aggressive zombies and environmental hazards that demand quick thinking and strategic decision-making.
The game challenges players to manage limited supplies, make tactical choices, and maintain composure in a high-stakes, high-tension setting. With immersive design, dynamic progression, and escalating intensity, Undead Descent offers a gripping and cinematic survival experience.
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January 2024 – May 2024
Developed over one semester as part of a game development course at Purdue. Designed and built in Unreal Engine 5.
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Giancarlo Guccione – Programmer, Lead AI & Sound Designer, Animator
Brian Kim – Map Designer
Michael Nicholas – Asset Collector & Environment Reference
Benjamin Minton – Programmer & Debugger
My Role
As one of the main developers, I contributed across several areas including gameplay programming, team coordination, and audio design. I managed the development timeline, facilitated communication between collaborators, and ensured that each build of the game aligned with our creative vision.
On the technical side, I led the development of the game’s core systems in Unreal Engine 5, with a focus on functionality, polish, and player immersion. I also created the game’s custom Zombie AI Blueprint, which used collision spheres to trigger context-sensitive hit animations and responsive behavior patterns.
Room Map Design (1 of 3 designs in the game).
Zombie AI Movement Nodes in game.
Gameplay Mechanics
Undead Descent centers on a vertical progression system, where players must descend one floor at a time through a collapsing, zombie-infested structure. Each floor increases in difficulty, introducing more dangerous zombies and more complex obstacles.
The gameplay emphasizes resource management, as players must scavenge for supplies and ration what little they find. Strategic decision-making is essential—players often have to choose between fighting, fleeing, or conserving resources for tougher encounters ahead. The game creates constant tension by forcing players to make these difficult choices under pressure.
Player Reload Animation
Player Aim Animation
Development
The game was developed using Unreal Engine 5, leveraging its cutting-edge features to create a visually rich and immersive environment. I implemented Nanite to render highly detailed architectural elements without sacrificing performance, and used Lumen to add dynamic global illumination and real-time lighting that contributed to the game's moody, atmospheric tone.
In addition to general systems development, I designed and scripted the Zombie AI Blueprint, which drove enemy movement, attack logic, and animation triggers. This allowed us to build zombies that responded realistically to player actions and environmental stimuli.
Room Design 2 of 3
Corridor Design from Player POV
Sound Design
As the sound designer for the project, I used Ableton Live to compose the ambient soundtrack and develop immersive audio effects. From distant groans to sudden, up-close zombie screams, every sound was designed to heighten the sense of dread and keep players on edge.
I layered and manipulated recordings to create dynamic zombie noises that react to gameplay scenarios. Spatial audio cues helped players orient themselves in the environment, adding a layer of tension and awareness that complemented the visual design.
Audio Test 1.0, Early Development Outake
Animation and Full Demo
Zombie animations were brought to life using Mixamo animation blueprints, which enabled realistic and fluid motion. We supplemented our environments with high-quality assets from Sketchfab, using them to create a believable and richly detailed interior space.
The level design was carefully crafted to reward exploration while maintaining tension. Each floor was designed with distinct layouts and hazards, ensuring that no two encounters felt exactly the same.
Full Demo Gameplay