The World Has Gone
Mobile Android & iOS - Amuzo Games Ltd
Engine: Unity
Demo download available here
The World Has Gone is a top-down 3rd person single player, narrative zombie shooter (currently in development - June 2023). Working on the project as lead designer and level designer, I was tasked to develop a demo in Unity with a small team. The game has now been released on Google Play and iOS App Store as a demo, gathering analytic data to help proceed the project further.
My tasks were:
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Pre production research into current market trends with shooter and zombie genres on mobile release.
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Create documentation on Confluence, creating the first steps of the GDD.
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Create wireframes to show player progression, level playthrough, game structure and what other forms of flow information required.
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Designing the first FTUE level (First time user experience), followed with 1 full mission.
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Whitebox and place prefabs of traps, zombie spawns, camera changes, checkpoint markers/trigger boxes and pickup items throughout the level in Unity. Changing settings on prefabs, adjusting the settings whilst playtesting.
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After whitebox, replacing assets in the scene and dressing the scene with 3D models.
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programmer and a producer, we went through gameplay features, ironing out mechanics and how the game will be played.
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Setup playtesting with other members of staff, for internal feedback.
Level Design mockups in Photoshop for two missions.

Mission 01: Bozcombe
Mission 01 was originaly the first level after the FTUE level, but through development it was later set as one of the later levels due to its size and difficulty. The idea to start on a straight road and lead through a petrol station and pass a military control point, was taken from the opening pilot episode of the Walking Dead, which is still an iconic scene. The highway was also a nod to The Walking Dead for the scene where he moves towards the city, where others are gathering supplies. This lead to the idea of moving through a station, down a highway and into a warehouse. Originally, the highway went to a sideroad and off down a dirt track, but due to mobile size for levels, it was cut short and the dirt track was removed.

Mission 04: Out of Juice
Mission 04 was set alongside a steep hill, outside of the city. The idea was to move along the road, through a petrol station, gather resources and escape down the hill. The idea came from a different attempt at the fuel scene from The Walking Dead, where the other level had a station as a small setting in the scene, this level had the station as the main priority, where the player needed fuel. The idea to have a hoard of zombies approach was taken from the highway scene in The Walking Dead season one, where out of nowere, a hoard approaches and its the fear of "what to do". The player can stay and fight, or run to the end, fighting their way out. The idea to have a mission on the side of a hill, was taken from "Fear The Walking Dead", where they escape California and off the coastline.
As the level was meant to be an earlier level, the difficulty was lowered. A hoard approaches, but the idea is an easy escape, with either shooting barrels and blowing them up, or simply running away. The types of Zombies spawning was the small basic generic spawns, with one event that brings in a new zombie to introduce it to the player. This is to show that coming up in other levels, different zombies will spawn, increasing difficulty.





