Sanitarium: Zombie Ward

illustrations
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About This Game

Dive into a heart-pounding, 3D zombie apocalypse where survival means outsmarting and outgunning hordes of the undead! This isn't just another walk in the park; it's a relentless, horde-style shooter experience. Arm yourself with your choice of three distinct pistol types, each offering a unique feel to your zombie-slaying strategy. But firepower isn't your only weapon; you can also harness the power of your mind to erect defensive barriers, strategically blocking the relentless zombie advance and giving you precious moments to reload or reposition.

Beyond the visceral thrill of mowing down zombies, an intriguing mystery awaits. As you fight for your life, keep an eye out for scattered doctor's memos. Collecting these cryptic notes will slowly unravel the dark secrets of this forsaken place, revealing the tragic story behind the outbreak and perhaps even a glimmer of hope. Prepare for intense action, strategic defense, and a compelling narrative that will keep you on the edge of your seat as you uncover the truth, one bullet and one memo at a time.

Game Development Journey

On this project, I had the opportunity to work as a 2D Artist within a dynamic, agile team of programmers, designers, and sound artists. Our collaborative environment, using Unreal Engine as our canvas, allowed me to take on a wide range of responsibilities and truly own my contributions from start to finish.

My primary artistic focus was on creating visually compelling backgrounds for the main, pause, and option menus, and designing and executing the main menu's animation.

Sanitarium main menu

Main Menu

pause-menu

Pause-menu

control scheme

Control Scheme

UI

Credits Menu

A key technical achievement was the creation and implementation of the game's death animations. This involved a meticulous process of drawing each frame in Procreate and Photoshop, then personally integrating them into Unreal to function seamlessly in-game.

death animation

Death Animation

layers

How to create a death animation

Beyond my core art tasks, I was deeply involved in the production process. I designed the 2D control scheme wireframe, collaborated directly with producers and department leads on essential production documents, and even put on a producer's hat to clip the final game trailer and gameplay footage.




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