Task: Concept: Epic Zombie Survivor
08.12.2012Softwares: Character Maker Adobe® Flash CSx
The intention behind Epic Zombie Survivor
The main interest behind this concept is to make the player feel the characteristic frightening of a "survival-horror" in a game conceived as a "Flash" formated one.
Concept and design choices
In order to keep the game unrevealed publicly since the end of the development, please contact me for more information.
The artistic direction and the universe
The game takes place in a american metropolis comparable to New York and its districts: Manhattan, Bronx, Brooklyn, Staten Island. It shows the wounds of zombies invasion; many traces reveal the horror of the scenes taking place in the city streets. We hear the silence now, any sound being able to alert the living deads.
The game orientation is pixel art. This kind of graphic designg allows to symbolize the landscapes and to focus on the murky details. It offers a reading comfort to the player, give an 'independant game' style, and allows younger players to play a survival horror: 12 years and older.
With pixel arts, landscapes are also made of shadows and lights that strengthen the game ambience (doubt feeling, claustrophobia) and generates gameplay (zombies hidden in the dark, game elements teasing...)
To the right, the first landscape in the game:
Development Technology: Flixel
To prototype EZS (Epic Zombie Survivor), I decided to use "Flixel" flash game engine. Using it is pretty simple, everything is here to create a two-dimensional game: sprite managment, collisions, tile-based levels, path finding, etc. It is optimized for the pixel art and makes game development faster.
Prototype
The prorotype is under construction. To test it or to have more information about it, please contact me.
Summary
This game concept is one of my personal projects. It comes from the common belief that playing a flash game during the spare time disable the feeling of the player. In order to knock this idea, I chose the 'survival-horror' genre that really implies the player in his game. My design is oriented on the feeling, but the game stays a flash one.
Work: Creating the concept and developing the prototype.