A smart zombie, Dr Futura, takes over the lab — and turns everyone he downs into his own kind.

A scalable, data-driven firing system for multiple weapon classes — Shotgun, Assault Rifle, Sniper Rifle. Two distinct ammunition matrices use structural profiling: Damage Projectiles that reduce structural health, and Infection Ampoules that apply status effects with no base damage.

A modular health component controls vital states for the player and enemies. Human NPCs get a unique Downed State: when health hits exactly 0 HP, a 3-second countdown starts. If an infection ampoule intersects within that window, a dynamic subclass swap replaces the pawn with a controllable Zombie minion class.



Set up the full art workflow — weapon models, textures, and custom first/third-person rigging and animation. Authored spatial VFX in Niagara for projectile impacts, toxic-barrel explosions and healing radiuses. Built the HUD in UMG with reactive hit markers, screen-space sliders and fluid state-change animations.

