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Zombeats: 2D Game Capstone

"Zombeats" is a hybrid horror–rhythm game that fuses the intensity of fast-paced shooting mechanics with original music and a progressively unfolding narrative. As a member of the development team, I took on dual roles as an environmental and narrative artist, contributing within the SCRUM production framework.
When I joined the project, I was a sophomore, unaware that a capstone course is typically reserved for upperclassmen. It wasn’t until midway through the semester that my professor and I realized I had inadvertently stepped into a senior-level production. Faced with the choice to step down or fully commit, I chose to embrace the challenge, a decision that demanded both resilience and adaptability. The experience became a defining moment in my growth as an artist and collaborator. I learned through direct, hands-on practice, adapting to real-time feedback and the fast-paced demands of a professional production setting. The pressure of not wanting to let my team down, despite being younger and less experienced, motivated me to push beyond my comfort zone. Ultimately, Zombeats taught me the value of creative problem-solving under pressure and affirmed my passion for immersive, team-driven design environments where learning and creating happen simultaneously.
I designed three distinct environments that reflect the game’s evolving tone and story. The first level takes place in a subway, evoking an industrial and cold atmosphere. The second level transitions to a mall environment with a lighter color palette and hidden easter eggs that foreshadow upcoming narrative twists. The final level reimagines the post-apocalyptic world as an underground rave, symbolizing humanity’s attempt to reclaim life through rhythm and chaos. In addition to my main roles, I also designed the album covers for the original songs composed by team members and featured throughout the game.

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