RISHI PATLOLLA
GAME DESIGNER/ENVIRONMENT ARTIST
INFECTED
ROLE
Designer
DESCRIPTION
Introducing a thrilling first-person zombie shooter wave game mode, where players are immersed in heart-pounding action as they face relentless hordes of the undead, showcasing dynamic gameplay, strategic decision-making, and intense survival challenges.
YEAR
2022
GENRE
First-person shooter
Engine
Unreal Engine



1. Zombie Gamemode Logic
The Zombie Gamemode Logic blueprint is the backbone of the game. I created it to handle the wave-based system where the number of zombies increases with each wave. The logic includes a spawning system that uses pre-defined spawn points in the map. Each wave triggers a script that calculates the number of zombies based on the wave count, ensuring the difficulty gradually scales.
I incorporated event triggers that check when all zombies in a wave are eliminated, prompting the next wave to begin. A key part of the blueprint is a health tracker for the zombies and a counter that updates the UI to show how many zombies remain in the current wave. This keeps the player informed and motivated to progress.
2. Ammo Crate Pickup Logic
For the Ammo Crate Pickup Logic, I designed a blueprint that allows players to replenish their ammo by interacting with crates. The logic uses collision boxes to detect when the player is near the crate and presses the interact button. Once triggered, the blueprint updates the player’s ammo variables, which are linked to the shooting mechanics in the First Person Character blueprint.
To keep gameplay balanced, I added conditions like a maximum ammo capacity check. The blueprint also includes a visual cue—such as a spinning effect on the crate —so the player knows when they’ve successfully interacted with the crate.

3. First Person Character Logic
The First Person Character Logic is where the core gameplay mechanics for the player are implemented. This blueprint handles movement, health, shooting, and reloading functionality.
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Health System: When the player is attacked by zombies, the blueprint decreases the health variable and plays a damage effect, such as a red overlay on the screen. If health drops to zero, the blueprint triggers a game-over state and communicates with the Zombie Gamemode blueprint to stop spawning zombies.
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Shooting & Reloading: The shooting logic decreases the ammo count with each shot. If the ammo count reaches zero, the player cannot fire until they reload. Reloading is implemented with a timer and an animation trigger, and the logic ensures that the ammo count does not exceed the player’s maximum capacity.
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Wave Integration: The blueprint also communicates with the Zombie Gamemode logic, enabling the player to interact seamlessly with wave-based mechanics.



How It All Ties Together
Each blueprint interacts with the others to create a cohesive system. For instance, the Zombie Gamemode Logic spawns zombies and keeps track of their health, which is reduced when the player shoots them using the logic in the First Person Character blueprint. Meanwhile, the Ammo Crate Pickup blueprint ensures the player has enough resources to keep fighting, creating a loop of tension and strategy as the waves grow increasingly difficult.
Let me know if you want more details about a specific part!