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Harvest

Description

Role

Harvest is a reimagined interpretation of the map of the same name from Zombie Panic! Source.  

 

Set around a small farm area with an added twist of it being an illegal drug operations site. Survivors are to complete a number of objectives and to make contact with the army while finding a way to signal the incoming evacuation vehicle while fending off an increasing number of zombies and eventually player zombies as well.

My role was to roughly recreate the same kind of experience that the original map offered while at the same time completely update the map visually by implementing Contagion's key gameplay elements.

 

I was in charge of designing a new layout while adding random gameplay elements such as zombies appearing in random places and at random times keeping multiple playthroughs fresh as well as designing and implementing objectives in accordance with the Lead Game Designer.

 

I also designed a map layout and the floorplans for the main structures and other documentation while being in close contact with the Environment team and the Lead Game Designer.

 

The map took around 3 months to complete and being playtested weekly and then daily to make sure the overall quality was ensured.

Design Commentary

Level Layout

Harvest was not to be a simple port brought over from Zombie Panic! Source. I had to start from scratch while keeping the original gameplay in mind. The map went over numerous iterations in order to create a blend between the old and the new all the while making sure the map looked great and optimized accordingly.

 

I had to depart from the original floorplan I created in several areas in order to maintain a proper flow and make sure the map was fun to play.  Below you can see the initial floorplan and map layout that changed over time and was expanded on.

Art Pass

Other key elements was to create a strong aesthetic that I co-designed with the Concept Artist. After I blocked out the initial house design he took that and painted in the details so that the environment team could create a strong line of assets as demonstrated below.

 

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