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Unidad Moribunda Video Game

Unidad Moribunda is a video game centered around a zombie apocalypse that happens in Argentina.

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Unidad Moribunda was a first-person shooter video game I developed over a couple of years completely from scratch. It featured the player, a spec ops member caught in the midst of a zombie pandemic in Buenos Aires, Argentina. This was a stealth-based zombie campaign looking to immerse the player in a tailored story that featured dynamic gameplay mechanics. Even though the levels were designed with a specific path, the gameplay featured open-world mechanics, such as stealth and looting. It was heavily inspired by the fact that most zombie games lacked exciting campaigns that were grounded and had solid FPS mechanics.

The first mission takes the player through the Plaza de Mayo in the heart of Buenos Aires. He is faced with a sudden hoard of zombies that he must fend off while coordinating his teammates’ actions. The map was modeled entirely by me and is a 1:1 representation of the actual Plaza in real life, complete with the presidential “Pink House” and the “Piramide de Mayo” statue.

The next mission takes the player through the streets of Buenos Aires, as he observes the chaos and destruction the zombies have done while trying to avoid their sight via stealth. The rest of the campaign takes the player through several missions that base themselves around finding out the source of the deadly virus that infected people into zombies.

This video game was one the most technically sophisticated projects I had worked on; I kept asset purchases and premade asset use to the minimum: both for the 3D models and the code (one notable exception are the zombie models, but most everything else was modeled by me). 95% of the code base (except the base first-person player input) was done by me. This included the programming of an entire AI framework for zombies, NPCs, and the player, with stealth mechanics; designing a weapon system for all types of guns (shotguns, machine guns, pistols, rifles) and modeling/animating them; designing and programming an objective system; creating a looting system with inventory; coding the UI menus and interactions; among many other helper and extending classes and scripts.

Even cutscenes were developed for the game, and a trailer, which can be viewed here: https://youtu.be/EMzEQIOKwXU