Undead Onslaught: Italian Infestation

Sole Developer, Team of 3 (1 dev, 2 artists) — Unreal Engine 5 — Wave-Based Zombie Survival

Role:

Sole Developer / Gameplay Programmer - Focusing on player movement, weapon systems, wave based gameplay, enemy AI and menus

Tools:

  • Unreal Engine 5

  • NavMesh

  • Unreal Marketplace asset integration

What I did:

  • Implemented the core gameplay loop: wave start, spawn, survive, next wave, with escalating difficulty per wave

  • Built the third-person shooting and reload system, fixing edge cases like empty-magazine behaviour that broke flow

  • Built zombie chase AI using NavMesh navigation, improving spawner logic and nav coverage for reliability

  • Fixed UI reliability by correcting health bar data binding and feedback

  • Integrated Unreal Marketplace environment/prop packs into a playable space, configuring collision, navigation, and gameplay flow

What I learned:

  • Testing edge cases early (reload, wave flow, damage logic) prevents small bugs from breaking the entire core loop later

  • AI navigation reliability comes down to level setup as much as behaviour logic, NavMesh coverage and spawn placement matter as much as the AI itself

  • Marketplace assets are only half the job, proper integration (collision, navigation, performance) is what actually makes them production-usable

What’s In the game

Overview

Undead Onslaught: Italian Infestation is a wave-based zombie game where the objective is simple: survive increasingly difficult waves in a rural Italian town setting.

A wave-based zombie survival prototype set in a stylised Italian town. I was the sole developer, building the full gameplay loop in UE5 Blueprints and integrating Marketplace assets into a playable experience.

Wave progression: enemies increase per wave; advance by clearing waves

Third-person shooter loop: aiming/shooting with a rifle, ammo + reload handling

Player health + damage: includes hazard handling and zombie damage

Implemented the core loop: wave start → spawn → survive → next wave

Built shooting + reload and fixed edge cases that broke flow (e.g., empty-mag behaviour)

Fixed UI reliability (health bar binding and feedback)

Improved enemy reliability by adjusting spawner logic and nav mesh coverage

Debugged gameplay hazards and corrected actor/damage handling issues

Enemy behaviour: zombies chase the player using navigation (NavMesh)

HUD/UI: player health and wave number displayed clearly

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