(00:10) - Fade in effect using Matinee system
(00:15) - Ambient sound playing on game load. Simulating radio announcement of zombies invasion. Objects life span set to somewhere around 30s so it destroys itself after the announcement is done so it doesn't loop.
(00:17) - "True FPS" Camera - Used Third Person Template from Unreal. Added custom character with basic animations so the legs and arms are visible to the player.
(00:20) - Pop-up HUD Text informing the player of the controls. Has been set up with UE4's Blueprints system.
(00:24) - Toggable flashlight - basic spot light configured through the blueprints, attached to characters controller as a new component - fully editable parameters of the flashlight through the editor.
(00:39) - Footsteps sound added to walking/running animation
(00:43) - Character movement (walking) you can notice small head bobbing while walking
(00:59) - As the player move further she/he can start hearing water dripping on the floor - it has been achieved through custom sound cue attenuation radius, so as the player draws closer to the source the sound gets louder.
(01:06) - Ambient background sound is looping constantly. You can hear the sound playing from the begging.
(01:12) - Custom Particle Effects added to the level (water dripping), as well as water splashes on the floor.
(01:16) - Custom Blood Decals added to the scene. They are using only diffuse channel since when I added normal maps the blood looked too dark in this lightning environment.
(01:29) - Sound triggers when player notices monsters/zombies eating each other. Zombies are set to one animation looping constantly so the players sees them eating each other.
(01:34) - While running the head boobing scales up with the speed a player is running compared to walking speed.
(01:45) - Trigger spawn of Zombie enemies. After overlapping the trigger box zombies are spawned behind players back.
(01:49) - Zombies AI is set to follow to players location. Zombies walking speed is set pretty low though (Zombies AI speed values are exposed and editable through editor), so they look like almost unable to walk, yet hungry for players blood.
(02:00) - There is stamina system configured through Blueprints, so whenever players get exhausted from running, characters movement speed is reduced to walking speed ad in order to start running again stamina needs to recover. Stamina parameters are also exposed and editable in the editor. Information regarding stamina (how much left etc.) can be printed through strings on screen (yet to be implemented).
(02:11) - Yet again trigger box for enemies to spawn behind players back, this time adding a sound effect of beating heart bumping up the fear and pumping adrenaline.
(02:17) - Whenever player runs out of stamina "heavy-breathing" sound effects gets played (stops after stamina reaches 50%)