Robo Beatdown
About this Game
Escape a secret government facility responsible for researching and creating government warbots like yourself. Fight through the waves of bots to earn your freedom and escape. In this top-down shooter, you will fight through 10 waves with ever-increasing difficulty on two different levels. While the early bots might be easy, their numbers can become overwhelming, especially later. Be sure to continue to top off your health as the waves continue, or else you might get stuck in a side room hoping the bots don’t break-in.
About the Development
I developed this game for a senior project of college that allowed us to create anything we wished. I decided to work with Unreal Engine to learn more about the engine and the ins and outs. Robo Beatdown was inspired by games such as SAS Zombie Assault, where you must hold out as long as you can from increasingly difficult waves.
I used Blender to create the 3D models and textures and felt Robots would work as they look good in a low poly art style. One aspect of the game which I am proud of was the different levels and how points are able to be transferred between different levels. I am also proud of the melee robot within the game because he has the first animation I ever imported from Blender onto Unreal Engine.
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About this Game
Escape a secret government facility responsible for researching and creating government warbots like yourself. Fight through the waves of bots to earn your freedom and escape. In this top-down shooter, you will fight through 10 waves with ever-increasing difficulty on two different levels. While the early bots might be easy, their numbers can become overwhelming, especially later. Be sure to continue to top off your health as the waves continue, or else you might get stuck in a side room hoping the bots don’t break-in.
About the Development
I developed this game for a senior project of college that allowed us to create anything we wished. I decided to work with Unreal Engine to learn more about the engine and the ins and outs. Robo Beatdown was inspired by games such as SAS Zombie Assault, where you must hold out as long as you can from increasingly difficult waves.
I used Blender to create the 3D models and textures and felt Robots would work as they look good in a low poly art style. One aspect of the game which I am proud of was the different levels and how points are able to be transferred between different levels. I am also proud of the melee robot within the game because he has the first animation I ever imported from Blender onto Unreal Engine.