A third-person survival prototype where you scavenge cursed ruins by night and manage a survivor shop by day.
Features modular enemy design, ragdoll-driven combat, and evolving upgrade paths.
This is a third-person zombie survival game prototype developed in Unity, featuring physics-based combat, night-time looting, and a day-time shop phase. Built with custom systems and modular characters designed for reactive gameplay and ragdoll-driven drama.
- Loot dangerous zones at night for supplies
- Face off against zombies and other undead foes (skeletons and cursed entities planned)
- Fight off zombies with guns, physics-driven bullets, and ragdoll enemies
- Return home and sell your loot in the shop phase
- Upgrade your weapons, gear, and character
- Future goals: multiple character classes (e.g., gunner, mage), companions, and narrative events
| System | Description |
|---|---|
| 🎯 Combat | Rigidbody bullets, ragdoll impact, hit detection |
| 🦟 Zombie AI | Basic AI states (idle, aggro, attack, death) |
| 🧴 Character Rig | Blender > Unity pipeline with facial rig + jaw |
| System | Description |
|---|---|
| 🏟 Level Design | Gated looting zone inspired by Resident Evil 4 (WIP) |
| 🛒 Shop Phase | Placeholder logic for day-time selling/upgrades (WIP) |
| 📽 Animation | PuppetMaster ragdoll integration (head dismemberment functional) (WIP) |
| 📆 Inventory | Lightweight inventory system with slot UI and item drag/drop (WIP) |
| 💾 Save System | Saving inventory, money, and upgrades between scenes (WIP) |
Physics-driven bullet impact on ragdoll zombies in looting phase
Zombie Rig Export Pipeline:
Blender-to-Unity rigging process using Auto-Rig Pro, with jaw bone, clean FBX export, and dismemberment prep.
More docs coming soon (AI logic, item system, loot tables, etc.)
- Unity 2022 (URP)
- Blender + Auto-Rig Pro
- Final IK + PuppetMaster
- Shader Graph
- VS Code, Git, GitHub
- POLYGON Apocalypse (Synty Studios)
- POLYGON Particle FX (Synty Studios)
- Apocalypse HUD - Synty INTERFACE
- Zombie Animation Set
- VertexModeler Character
- Final IK + PuppetMaster (RootMotion)
- A* Pathfinding Project Pro
- MK Toon - Stylized Shader
- Weapons Pack - Bullets / FREE
- Gun Sounds Pack Vol 1
- Simple Sky - Cartoon Assets
- ARPG Pack
- Crosshairs
These assets were used for prototyping visuals, sound, and tooling. All gameplay systems, rigging, and logic were developed independently.
/Assets/ # Unity game files
/Blend/ # Blender source files
/Exports/ # Final FBX exports
/Docs/ # Rig + pipeline documentation
- 🎯 Assign limbs to PuppetMaster muscles for runtime dismemberment
- 🌇 Add scene transition logic between looting and shop phases
- 💾 Implement save/load system to persist inventory, money, and upgrades across sessions
- 🧟♂️ Expand zombie AI with navigation, chase, and group behaviors
- 🛍 Add shopkeeper NPC with UI for upgrades and weapon purchases
- 🗃 Implement full inventory UI with drag/drop and slot system
- 💥 Add gore FX and hit reactions using Shader Graph + particle systems
- 🔁 Build enemy spawn system with wave escalation logic
- 🧙♂️ Prototype second character class (e.g., mage with impact-based spells)
- 📊 Track loot run performance with end-of-run stat summary
- Designed and implemented third-person shooting system with physics-based impact
- Integrated PuppetMaster and Final IK with custom character rigs
- Built Blender-to-Unity rig pipeline with facial animation support
- Developed early gameplay loop: looting → selling → upgrading
Developed solo by Jason Thai
This project highlights skills in system design, gameplay programming, and technical art workflows.
- Open in Unity 2022.3+ (URP)
- Press Play to begin in looting phase
- Use WASD + mouse to move/aim
- Press Tab to switch to inventory (WIP)
Questions or feedback? Feel free to reach out via email at thaijaso@gmail.com.