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Lazarus

Project type

Game

Date

5/16/25

Fight your way through beasts of the night to slay your target

Team: Jeffrey Chen (Animator and Coder) and Damian Pacheo (Artist and Level Designer)

My major contributions in this was animating the characters, scripting, and designing the mechanics utilized in the game. This was a bit of a hassle as I was unfamiliar with 3rd person controllers and had problems with importing animations which led to cutting certain aspects such as weapons and animations. Scripting was less frustrating as I have worked on a 3rd person game beforehand and more or less edited what I already had.

The mechanics and balancing I worked on was player movement and combat. Players would be able to move, dash, and heal on a cool down. Dashing allows the player to move forward in front of them and players were able to heal a portion of their health every several seconds. This was done due to not being able to program a pickable medkit and players being injured too often which led to a lot of deaths. I didn't have time to add in a UI which informed players of time to heal unfortunately.

Combat for the player includes three weapons, duel pistols, smgs, and shotguns. The pistols would be the middle of the ground weapon with medium damage, fire rate, and magazine size. The smgs would deal less damage with heavily increased fire rate and smaller magazine size. The shotguns had the least magazine size but most damage up close with wider spread farther up, although you could still reliably deal with enemies. All were powerful enough to give players a sense of power while making it harder once players were swarmed.

Combat for enemies were majority melee with one shooting enemy. The shooting enemy was limited due to players not focusing as hard as well as a bug where the enemy may shoot once after death, causing confusion with players. Enemies included zombies, vampires, and werewolves. Zombies have two types, slow with more health or fast with less and were the cannon fodder. Vampires are the fastest with more health and less damage, with a goal for players to deem them more a danger. Werewolves were the tank, medium speed with tons of health but easier to avoid than vampires. Lastly, the boss is the fastest enemy in the game with the most damage. He's faster than the player which incentives the player to dash which would lead into a loop of shoot, dash, run.

https://drive.google.com/file/d/1WEfWCi-MQlK0XYeYKVPALG8ze-rYDW_R/view?usp=sharing
https://jstafriskyhusky.itch.io/lazarus

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