Zombie Slayer Idle
Isometric 2D roguelite AFK idle game where the player is stationary and shoots enemies, levels up, and upgrades passes.
Gallery
2D Pillar
30 minutes
Environmental asset for Blue themed roguelike zombie idol slayer.
2D Tile 1
15 minutes
Environmental asset for Blue themed roguelike zombie idol slayer.
2D Tile 2
15 minutes
Environmental asset for Blue themed roguelike zombie idol slayer.
2D Tile 3
15 minutes
Environmental asset for Blue themed roguelike zombie idol slayer.
Overview
Zombie Slayer Idle is an isometric 2D roguelite AFK idle game where the player is stationary and must shoot enemies, level up, and upgrade passes. The game features a pixelated art style and was developed over a three-month period with an eight-person team.
Responsibilities
As the Environmental Artist, Producer, and UI Designer, the role encompassed creating all UI elements, designing and producing all environmental art, and keeping the team on track through the creation of ASG documents, GDD documents, and TDD documents. The project was managed by finding a manageable theme that could be completed within the time period, assessing everyone's capabilities, and assigning tasks accordingly. Weekly checklists were created for the team to ensure we stayed on schedule.
UI Design
I designed and created all UI elements for Zombie Slayer Idle, including menus, buttons, stat displays, upgrade systems, and boss interfaces. The UI maintains the pixelated art style consistent with the game's aesthetic, ensuring a cohesive visual experience throughout all player interactions.
UI Design Showcase
A comprehensive collection of UI elements created for the game, organized by category.
Main Menu & Navigation
Main Menu
Play
Settings
Credits
Quit
Game UI Elements
Game UI
Health Bar
XP Display
Blank UI
Character Idle
Upgrade & Shop Systems
Upgrades
Upgrade
Upgrade Type & Amount
Passive Shop
Price
Amount
Stats & Attributes
Stats
Current Stats
Attack Damage
Attack Speed
Attack Range
Progression & Evolution
Level Up
Level Up Variant
Evolve
Genes
Antigen
Antigen Upgrades
Bosses & Enemies
Boss
The Infernal Warlord
The Plague Colossus
Game States & Menus
Pause
Paused
Pause Button
Resume
Restart
Return
Retry
Game Over & Victory
Victory
Defeat
Game Over
UI Components & Assets
Buttons
Skill Cards
Text Borders
Credit
X Button
Asset and Texture Strategy
The project utilized 2D pixel art sprites created at 64x64 resolution. A character artist handled all character and enemy assets, while a prop artist created skill assets. Environmental assets were produced as part of the environmental art responsibilities, all maintaining the consistent 2D pixel art style.
Process
The process began with creating reference art for the environment, then moved to creating the environmental assets. Level designers were tasked to implement and set dress the environments to allow focus on additional tasks. After the environmental work was completed, focus shifted to documentation and UI creation, while maintaining weekly checklists for everyone to complete to ensure we didn't fall behind schedule.
Lessons Learned
This project taught me the importance of balancing multiple roles effectively. As both Environmental Artist and Producer, I learned to manage my own creative work while keeping the team on track through documentation and clear communication.
Creating all UI elements alongside environmental art required careful time management. I developed systems like weekly checklists and ASG/GDD/TDD documents that helped the team stay organized and meet deadlines.
Working with a pixelated 2D art style at 64x64 resolution taught me the value of working within constraints. Every pixel mattered, and I learned to maximize visual impact with minimal resolution.
The experience of briefly managing both environmental art and UI before handing off UI responsibilities reinforced the importance of recognizing when to delegate to maintain quality across all areas of a project.