Media Summary: Currently working on a new level of the Zombie WIP: I am still working on getting URP running and setting up the Still in the process to migrate to URP renderpipeline. Added reflections. Captured in editor, no sounds.

Infested Devlog City Highline - Detailed Analysis & Overview

Currently working on a new level of the Zombie WIP: I am still working on getting URP running and setting up the Still in the process to migrate to URP renderpipeline. Added reflections. Captured in editor, no sounds. WIP: Testrun of the main part of the first level. WiP: The player has to cross the china town. This demo shows one new zombie type (Spitter) and much improved navmesh link ... WIP: Started to work on the inner area of the hospital testing out a new zombie type and also local post processing volumes.

WIP: The start of the level, introducing some a game mechanism and a new zombie type: the soldier zombie, which despite it's ... Work in progress: The demo shows 2 new zombie types. The first one is the spitter which posions the player. The second one is ... WIP: This demo shows new feature that the player is forced to the knees when he is impacted by fall damage and explosion ... WIP: Started to work on the third level of Added a short in game camera transition for the first Zombie the player encounters in the game. Also worked on the hit animation. Adding procedurally generating tiles and a sense of an infinite world.

Photo Gallery

Infested Devlog: City Highline
Infested Dev Log: Work in Progress Ambient City
Infested Devlog: City ambient
Infested Devlog: First Level The City
Infested Devlog: Chinatown
Infested Devlog: Inside the Hospital
Infested DevLog: Outside the hospital
Infested Dev Log: Level 2 rework
Infested DevLog: New Zombie Types
Infested Devlog: Fall to knees impact feature
Infested Devlog:  Level3 - Into the dark tunnels
Infested DevLog: First Contact - The very first Zombie
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Infested Devlog: City Highline

Infested Devlog: City Highline

Currently working on a new level of the Zombie

Infested Dev Log: Work in Progress Ambient City

Infested Dev Log: Work in Progress Ambient City

WIP: I am still working on getting URP running and setting up the

Infested Devlog: City ambient

Infested Devlog: City ambient

Still in the process to migrate to URP renderpipeline. Added reflections. Captured in editor, no sounds.

Infested Devlog: First Level The City

Infested Devlog: First Level The City

WIP: Testrun of the main part of the first level.

Infested Devlog: Chinatown

Infested Devlog: Chinatown

WiP: The player has to cross the china town. This demo shows one new zombie type (Spitter) and much improved navmesh link ...

Infested Devlog: Inside the Hospital

Infested Devlog: Inside the Hospital

WIP: Started to work on the inner area of the hospital testing out a new zombie type and also local post processing volumes.

Infested DevLog: Outside the hospital

Infested DevLog: Outside the hospital

WIP: The start of the level, introducing some a game mechanism and a new zombie type: the soldier zombie, which despite it's ...

Infested Dev Log: Level 2 rework

Infested Dev Log: Level 2 rework

Reworked the second level of

Infested DevLog: New Zombie Types

Infested DevLog: New Zombie Types

Work in progress: The demo shows 2 new zombie types. The first one is the spitter which posions the player. The second one is ...

Infested Devlog: Fall to knees impact feature

Infested Devlog: Fall to knees impact feature

WIP: This demo shows new feature that the player is forced to the knees when he is impacted by fall damage and explosion ...

Infested Devlog:  Level3 - Into the dark tunnels

Infested Devlog: Level3 - Into the dark tunnels

WIP: Started to work on the third level of

Infested DevLog: First Contact - The very first Zombie

Infested DevLog: First Contact - The very first Zombie

Added a short in game camera transition for the first Zombie the player encounters in the game. Also worked on the hit animation.

Devlog 8 - Procedural City Generation

Devlog 8 - Procedural City Generation

Adding procedurally generating tiles and a sense of an infinite world.