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Contamination
Project introduction

Contaminationntamination is a fully independent first-person horror shooter developed solely by one individual, encompassing every stage of production — from game design and modeling to animation, coding, and sound design.
Game Introduction
In the game, the player takes on the role of a researcher trapped in a monster-infested facility. While fending off relentless waves of creatures, the player must also prevent 'Mother'—the source of the facility’s downfall—from awakening, and survive until evacuation arrives.
Combat System
Fatal Bunker retains the familiar controls of classic first-person shooters. Explore the facility freely with your rifle in hand as monsters emerge from every corner of the map. A real-time UI keeps you informed of your vital stats — including health, ammo, and other essential resources — as you fight to survive.
“GR-9 — An experimental energy rifle issued to facility security. It uses a rechargeable battery-magazine to fire ionized rounds that deal heavy damage to biological enemies. Keep an eye on battery ammo and reload promptly.”
Map
"Players navigate a sprawling indoor facility, featuring areas such as the terminal room, generator room, exhaust room, dining area, and medical zone. The terminal, generator, and exhaust rooms are crucial hubs, where players must shuttle between them to restore power, manage gas supplies, and keep an eye on the Mother’s awakening."

"VEX Complex is a sprawling underground facility designed for the study and experimentation of a contained biological entity. After a catastrophic experiment went awry, much of the facility was overrun, but thanks to the facility’s AI, a small section remains sealed and intact, providing a glimmer of hope."
Terminal Room

"The terminal room is located at the center of the map. Thanks to secure doors, enemies cannot enter the terminal room. Players can interact with the terminal within the room, which displays the Mother’s awakening status as well as power and gas reserves. Through the terminal, players can expend gas or power resources to perform actions that delay the Mother’s awakening or seal off monster spawn points within the facility. Additionally, the terminal’s monitoring interface allows players to track the positions of monsters throughout the facility."
Generator Room

"The generator room is located in the top-left corner of the map and houses two large generators. Players can interact with the terminals in front of the generators to check remaining power or directly recharge them. While recharging, the facility temporarily enters a blackout state, during which players cannot operate any terminals and the medical station is also locked down. After recharging, power is restored to its maximum level."
Exhaust Center

"The Exhaust Center is located on the right side of the facility. Players can interact with the terminal in front of the gas pump to check remaining gas reserves and recharge gas supplies. It is important to note that recharging gas consumes power and gradually depletes part of the gas resources over time."
"Medical Stations are distributed across multiple locations on the map. Players can interact with them when nearby, which consumes a portion of the facility’s power to restore the player’s health to maximum. When power is insufficient, Medical Stations will be deactivated."
Medical Station

"Spawn Doors are the points where monsters appear, differing from regular facility doors. These doors are entirely black. When monsters spawn, the doors open to release them and then close afterward."
Spawn Door

Resources
"The game features both power and gas resources, which players must carefully monitor in order to perform actions at the terminal room."
"The Vex Complex features a complete power and ventilation system, allowing it to function entirely self-sufficiently, independent of any external support."
Power Value
"In the game, power is required to execute various protocols, but it gradually drains over time. If power runs out, the terminal in the terminal room becomes unusable, and Medical Stations go offline. Players must head to the generator room to restore the power supply and maintain control."
Gas Value
"Similar to power, certain protocols in the game also consume gas resources. However, gas does not deplete over time and is only used when players execute specific protocols. Once gas reserves are exhausted, players cannot use protocols that rely on gas. At that point, players must go to the Exhaust Center and spend power to recharge gas resources."
Protocols
"Players can go to the terminal room and use the terminals to consume resources to activate protocols, each with different effects. Players need to monitor their resources carefully and execute protocols appropriately."
Exhaust Protocol

Lockdown Sequence

Kill Protocol

"Consumes a large amount of gas and a portion of power to delay the Mother’s awakening."
"Spend significant power to block monster spawn points for a period of time."
"Spend some gas to clear all enemies in the facility."
Enemy
Zombie
Zombies are the main threat in the game, spawning from multiple locations and relentlessly moving toward the player. Armed with a rifle, players can effectively take them down. Be aware that these enemies exist in various forms, each posing unique challenges.
Fatal Bunker retains the familiar controls of classic first-person shooters. Explore the facility freely with your rifle in hand as monsters emerge from every corner of the map. A real-time UI keeps you informed of your vital stats — including health, ammo, and other essential resources — as you fight to survive.
Runner
Walker
Creeper
"Runners possess extremely high movement speed. They quickly approach the player and can attack before the player has time to react. However, these enemies are relatively fragile and can be taken down with just two shots. Players can use various hand actions to detect them and prioritize eliminating them first."
"Walkers are the most common enemies in the facility, possessing moderate movement speed and health. Although they are not as fast as Runners, they become a significant threat when they gather in numbers. Players need to constantly monitor their population."
"Creepers are formidable enemies, possessing the highest health and the slowest movement speed. At first, their behavior appears similar to Walkers, but once they take a certain amount of damage, they collapse to the ground and begin crawling slowly toward the player, making them very difficult to hit."
Mother


BOSS AWAKE VALUE
"Mother is the greatest threat players face in the game, and they are not strong enough to confront her directly. Fortunately, Mother does not appear in the facility to fight the player directly. Instead, she gradually awakens in the lower levels of the facility. Players must continually monitor her awakening progress at the terminal and execute exhaust protocols to delay her awakening. If Mother fully awakens, she will immediately kill the player."
"Mother is far more than a mere organism — its mind and contagion can turn anything it touches into a puppet of its will. We stand no chance of defeating it now. Until a way to annihilate it is discovered, our only option is to keep it asleep."
GAME TRALIAR
GAME DEVELOPMENT
Game Design Document
The game design document primarily confirmed the game's general gameplay, art style references, enemy type references, and a portion of the basic UI design. Given that the game design document only represents a preliminary, general design, all subsequent game development, such as asset creation and game systems, underwent numerous adjustments to better suit game balance and development timelines.




Game Assests
Maya is used for pre-game asset creation, including models of scenes, items, characters, and weapons. Rigging and animation are then performed on elements such as doors, characters, weapons, and interactive objects. These completed assets will subsequently be imported into the Unity game engine for scene building and other related steps.






Game Developemnt
This stage primarily involves building scenes, writing game logic and monster logic, and creating various systems within the Unity engine.
Map Bulid



Player Controller / Player Interaction
Enemy Movement / Spawn System

Global Control


UI Design



