start: November 2017
end: March 2018
ZombSquad was basically the first big project I ever attempted to code up. I was fresh out of my first year of university and wanted to work on something fun and aesthetic. I was inspired by the really cool looking indie games being produced in Unity, so I set out to make one myself. I wanted to make something bold, innovative, never before seen...
...so I made a top down zombie shoot 'em up. Sike. At the time I did not realise that this idea was basically the most cliche possible project for a first time indie game developer, and I will forever remember this period of inspiration as a bit of a meme.
Working on this project was a really good insight into how insane the workload is for making a compelling asset heavy game. Seriously, turns out there's a reason why triple A game developers need to employ small armies of artists, musicians and developers, all of whom are being overworked, to produce their titles. Even though I was using premade animations from Mixamo and the Unity Asset Store, as well as prerecorded sound effects, I still felt completely overwhelmed by the raw quantity of art that was required for my ambitions.
And I had to draw and 3D model SO MANY GUNS. I don't even like guns - I've never shot one before and chances are I never will. Thus I think one of the big takeaways from this project is to make sure you're actually passionate about something before you begin working on it. Some things, such as games, might seem sexy and inspiring when you're viewing someone else's work, but development is a completely different experience from viewing. For example, it was only halfway through working on ZombSquad that I realised that in my off time I didn't really even play zombie games, or top down shooters, or games overall for that matter. If I didn't regularly play these kinds of games in the first place, then how was I supposed to make a good one myself, and how was I supposed to make it fun to play for people who actually did like them? Answer: I couldn't.
But anyways, the project was a great introduction to Unity and software development for larger projects. No regrets, but the gifs definitely make the game look cooler than it was. The proof for this is in the fact that it never made it to the app store.