
Last Stand: FPS Zombie Shooter
A 3D first-person zombie survival shooter featuring wave-based enemies, dynamic lighting, and immersive gameplay.
Last Stand is a 3D first-person zombie shooter developed as part of my Game Development coursework. The project was designed to deliver an intense survival experience in which players must endure waves of zombies in a hostile environment. Built in Unity, the game combines shooter mechanics, intelligent AI, and atmospheric design to create a sense of immersion and challenge. To focus on programming, game logic, and AI behavior rather than asset creation, I utilized pre-made 3D assets for the map, character models, and animations.
The primary objective is simple yet engaging: survive as long as possible against increasingly difficult waves of zombies. As players progress, resource management, precision, and quick decision-making become critical for success. Each wave introduces more enemies, requiring strategic thinking and careful navigation of the 3D environment.
The game features first-person shooter mechanics implemented using raycasting to simulate realistic shooting and hit detection. The zombie AI system leverages Unity’s NavMesh agents, enabling intelligent enemy behavior where zombies actively track, follow, and attack the player. To enhance the eerie survival-horror atmosphere, the project incorporates dynamic lighting and materials, including shadows, reflections, and environmental effects. The Animator Controller ensures smooth animations for both player and zombie actions, including shooting, reloading, chasing, and attacking. The terrain and skybox design provides a custom-built 3D environment, combining detailed terrain sculpting with a night-time skybox to heighten tension. Additionally, the game includes a functional HUD with health bars, ammo counters, and wave tracking, alongside integrated scene transitions and a restart system to support replayability. Enemy waves scale in both number and strength, maintaining a progressive challenge throughout the gameplay.
The development process focused heavily on creating a cohesive gameplay experience, balancing technical mechanics with immersive design. Using pre-made 3D assets allowed me to dedicate more time to programming the AI behavior, pathfinding, interactions, and progressive difficulty system, ensuring that the game remained challenging, responsive, and engaging.
Tech Stack includes Unity 3D as the core game engine, C# for scripting gameplay logic, NavMesh and collision systems for AI movement and environment interactions, raycasting for shooting mechanics, and Animator Controllers for smooth animation handling of both player and enemy models.