Mobile Game Development

Zombies Eliminator

5 months📁 02 / 06

Overview

Project Background

As a passionate gamer and developer, I wanted full creative control over a zombie elimination game — not just another clone. I built 'Zombies Eliminator' from scratch using Unity, designing every zombie character personally in Photoshop and Canva. The game features physics-based shooting (bullets drop over distance, zombies react to impact force), a variety of weapons with distinct handling, and carefully balanced level progression. The result is a polished prototype that plays exactly how I envisioned — fast, satisfying, and with my own gameplay rules.

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The Problem

Existing zombie shooting games on mobile either felt repetitive, had clunky physics, or forced players to follow rigid mechanics. I wanted to create a game with my own rules — unique physics interactions, custom-designed 2D zombies, and gameplay that prioritizes fun over microtransactions.

The Solution

Developed a physics-driven 2D zombie shooter in Unity with uniquely hand-designed zombie characters (Photoshop/Canva), realistic projectile physics, multiple weapon types, and progressive difficulty across levels. Focused on responsive touch controls and optimized performance for low-end devices.

Gallery

Screenshots

Features

What Was Built

Physics-driven projectile system — bullets have mass, drop, and knockback effects on zombies

6 uniquely designed zombie types (fast, tank, flying, boss, spawner, standard) each with custom animations

Weapon arsenal: Pistol, Shotgun, Rifle, Crossbow, Grenade Launcher (each with unique physics behavior)

10 progressive levels with increasing zombie count, health scaling, and environmental obstacles

Touch controls: Tap-to-shoot, drag-to-aim trajectory line, dual-stick movement option

Destructible environment objects (barrels explode, crates break with physics debris)

Headshot detection system — instant kill with visual blood splatter effect

Power-up drops: Health packs, ammo refills, temporary slow-motion, multi-shot

Level star rating system based on accuracy, time, and headshot count

Offline support — no internet required, all assets cached locally

Impact

Key Results

Achieved 60 FPS on devices as low as 2GB RAM through sprite atlas optimization

15+ unique zombie sprites and animations created from scratch in Photoshop/Canva

Physics calculations optimized with object pooling — supports 10+ active zombies without lag

Completed 4 levels with average playtime of 15 minutes for full playthrough

Beta tested by 4 users — 90% rated physics 'satisfying' and controls 'responsive'

Stack

Technologies Used

Unity (2D)C#Unity Physics 2DAdobe PhotoshopCanvaBlender (for 3D props converted to 2D sprites)Unity AnimatorObject Pooling

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