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Morakoth Tang

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Morakoth Tang

  • Welcome
  • Product | UX Design
  • Game Design | UX Write Ups
  • About Me

Zombie Apocalypse: Never Die Alone

Zombie Apocalypse is a top-down arcade twin stick shooter. The player controlled one of the four heroes trying to survive the zombie apocalypse. The game emphasizes cooperative play, with squad-based mechanics and resource distribution amongst the players.

Project Responsibilities: 

Lead level design: Drove the vision of levels and conceptualized levels and handed off to other designers to help flesh out.

Designed and contributed to traveling levels

Designed Specs for Props and Pick-Up System that got used in all levels saving time and added richness by easily populating the levels.

 

Zombie Apocalypse: Never Die Alone

Zombie Apocalypse is a top-down arcade twin stick shooter. The player controlled one of the four heroes trying to survive the zombie apocalypse. The game emphasizes cooperative play, with squad-based mechanics and resource distribution amongst the players.

Project Responsibilities: 

Lead level design: Drove the vision of levels and conceptualized levels and handed off to other designers to help flesh out.

Designed and contributed to traveling levels

Designed Specs for Props and Pick-Up System that got used in all levels saving time and added richness by easily populating the levels.

 

MainScreen.png
breakingnew.jpg
Airport Arena

Airport Arena

Huge Airplane prop here. Our heroes think they can escape using the plane here...no such luck. The airplane was used as an active hazard that players can utilize by running zombies into is propellers. 

Docks Arena Level

Docks Arena Level

Stage for the Final Boss. Designed to be in a donut shape to facilitate movement around the world and keep players moving. 

DonutDocks.jpg
The Lab

The Lab

DLC Content. Prequel. This is where it all went started! 

Here are some initial layouts and planning for the Docks level.

Here are some initial layouts and planning for the Docks level.

Initial docks layout for the docks. Laid out from paper designs to get a rough estimate feel and distance for each encounter areas. 

Docks 1 High Level View

Docks 1 High Level View

Break down of the level after laid out in Maya showing all the important aspects of the level working together towards level goal. 

Maya Gray box layout for Docks 2

Maya Gray box layout for Docks 2

After reviews of paper designs simple gray box layout and prototyping of levels to test feature goals.

Paper design for Boss Level in Docks

Paper design for Boss Level in Docks

Planning design for Docks level to study: enemy spawn behavior, player movement, props, and item drop distributions and overall flow. 

Trailer Park Paper Maps

Trailer Park Paper Maps

Initial layout for Trailer Park map outlining all the important game elements. 

3d Mockup of Trailer Park

3d Mockup of Trailer Park

Paper maps taken to make a 3d mockup in maya of the Trailer Park level. 

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