FMP Production
- Phil Southam
- Mar 27, 2024
- 2 min read
Updated: Apr 29, 2024
Branding/style guide & Card design
My first job was to finalise the look and feel of the game and establish a style guide.

Survivor/Zombie Animations
Using and tweaking various asset packs, I was able to have a variety of survivors and zombies. By using Mixamo, we were able to have all of them with multiple animation states for idle and combat.

Music/sound effects
After designing and creating a brief, I worked with a previous colleague who specialises in music/sound effects to bring everything to life.
Main Track:
A light-hearted medley that sells the vision of an idyllic British countryside.
Main Track with layers removed:
A softer version of the main track, suitable for conversation screens with Barnaby.
Tension track:
This is for combat, the countryside is behind and now the threat of the zombies becomes real.
Ambience 1:
Nature sounds to accompany the main menu and woodland scenes.
Ambience 2:
Boat and water noises for the canal scenes.
Cat:
For those who were curious enough to click on Barnaby’s cat, they were greeted with:
Levels
During production I created several levels, this included:
Main Menu
Tutorial
World building (Chat with Barnaby)
Boat level
Village
Leisure centre
Game Over

These were expanded throughout development but had modular elements such as the PCG volumes for trees and foliage as well as a wide variation of houses and fences. Allowing me to quickly throw together new spaces easily.
UI/card art
Once the last of the mechanics was ready, I finalised some of the card artwork, along with other UI elements such as the HUD, mini-HUD and the equipment screen. Some elements such as the cursor went through multiple iterations before deciding to cut it from the Insomnia demo.


