Vile Escape

Category: Top-Down Zombie Shooter (Capstone)
Engine: Unity (C#)
Team: Team Fame and Game (7 designers)
Itch.io (Team): timothyj.itch.io/vile-escape
Itch.io (Personal Levels): thyarcanist.itch.io/vile-escape
GitHub: github.com/thyarcanist/VileEscapeCAPSTONE


Context

First real C#/Unity project (2021). A zombie apocalypse top-down shooter built by a 7-person team. My work focused on level content and quest flow, with smaller implementation contributions to supporting mechanics.


Road Level

The Road Level (LVL9_Road) shipped in the final build. It uses enemy placement, route variation, pickups, and a midpoint quest gate to maintain forward momentum while giving the player short tactical choices.

Revised design diagram for the Vile Escape Road Level layout
Road Level layout — revised design diagram.

The player starts beside a building with a pistol and shotgun, takes the right path toward the first roadblocks, and faces spitters positioned on high ground and in inaccessible spaces. An infinite grenade pickup near the roadblocks supports the transition onto the left route.

The route variation offers forks with choices that include an ammo pickup, a tight path with limited maneuverability, and a wider path with more room to dodge. The final roadblock requires a grenade before the exit trigger becomes reachable.

Health, speed, and checkpoint pickups are spaced throughout the level to encourage recovery and keep the player moving, including a repeatable health pickup near the center. The Rest Stop uses a readable sign with red and flickering lights to reinforce navigation.

Road Level open in the Unity editor with enemy, trigger, and encounter placement gizmos visible
Unity editor view showing encounter and trigger coverage.

Buildings, props, rocks, gates, and trees prevent unintended traversal. The Rest Stop boundary keeps the player inside the playable space, and replacement trees visually match the other levels.

A merchant uses a voice line to pull the player toward the quest. The heavy gate ignores bullets and grenades, has no health bar, and uses impact audio to communicate that it cannot be forced open. Returning the quest item unlocks the rest of the level.

The merchant can be seen in the center of the editor view, where fewer enemy-detection volume spheres create a calmer objective space.

Quest and Level-State Logic

RDTrigger.cs advances the level thresholds and gates progress. RoadEvents.cs tracks the fetch quest, retrieved item, and completion state before opening the next area. CenterAreaEvents.cs translates those states into guidance-light and gate changes. Together, they keep trigger detection, quest decisions, and environmental feedback independently adjustable.

Train Station Level Scrapped

Inspired by Resident Evil Outbreak's Undertow/Underrail level, the Train Station was structured around slight backtracking, darkness, and the pressure of fighting with close-range weapons while moving toward the end.

Second design pass of the Vile Escape Train Station level layout
Train Station level layout — second design pass.

The Train Station is meant to be played using the SMG and shotgun. The SMG helps clear zombies at mid-range, while the shotgun helps clear tight corners and hallways.

The player would advance into dark, compressed spaces, double back through previously crossed areas, and face enemies at distances that made weapon choice and positioning more dangerous.

The subway environment was scrapped due to scope, but SubwayOpenTrigger.cs remnants remain in the codebase and parts of its trigger architecture were reused in the Road Level.