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rigor mortis

Rigor Mortis is my second 2D pixel art creation, a game this time rather than an experience. In the game, the main character is stuck in a post-apocalyptic city overrun with zombies. The player has to navigate through three levels in order to escape.

Quick Overview

the project in facts

Solo Project
role: all

Project Runtime
1.5 month

Software Used
firealpaca, pixel studio, unity

inspiration

The project is inspired by my love for post-apocalyptic themes in media. I personally really like zombies and survival games, and I wanted to create a game that fits that genre.


The levels are inspired by the first season of The Walking Dead; in this season, the main character wakes up in a hospital, then moves through the overrun city to get to a campsite, where he is reunited with his family. My game handles similar environments.


The style of the game is inspired by Death Road To Canada; this is also a pixel art zombie game in which the player has to survive two weeks in a post-apocalyptic world and make their way to Canada, where they can live peacefully without having to worry about zombies.

production

The game contains three levels. Each level has its own mood, setting, and a new mechanic. The first level is an introduction level and teaches the player how to walk, to jump, and how the health system works; the player has three hearts, and upon losing all of them, they'll have to redo the level. The setting of this level is a hospital; the main character wakes up here, and has to get out.


The second level takes place just outside the hospital, at sunset. This level requires the player to not only watch out for zombies, but also to push crates around in order to get up certain hills they otherwise wouldn't have been able to reach.


The third and final level is a campsite at night. As soon as the main character gets here, a gigantic zombie appears behind them and begins chasing them down. The player has to quickly parkour through the level in order to get to safety; if they make it all the way through, the main character gets inside a car and drives off, ending the game.

final product

On the right, you can see some screenshots of the final product. All assets are drawn by me; the floors and ceilings are tiles on Unity's tilemap.


The game is completely functional, and I coded it entirely by myself.

reflection

This project was a little rushed, because of lack of time and several other projects running at the same time; still, I am very proud of the end result. Since this was made pretty soon after my first pixel art game, it was a good practice to continue making pixel art and how to properly use lighting and post processing. The second level ended up becoming a bit too saturated for my liking, so that's something I would tweak in a later iteration.

production

final product