Based in Tinley Park (Illinois), USA
8 June, 2014
Z-Run is action/beat'em-up game for Playstation Vita
where you run-n-fight your way through endless zombie hordes.
It's made in Logrus Engine, we also did game design and programming.
Original idea was inspired by run-n-fight sequence from "Highschool of the Dead" anime and
"Into the Dead" iOS game.
Although most people (wrongly) assume that Z-Run is 'like Temple-Run with zombies', it's actually far from it; from design and gameplay standpoint, Z-Run is more like "River Raid" scroll-shoter game but with a human character fighting through zombies.
The development started with a stress-test -- can we even have 100 animated zombies in a game on PS Vita? After some interesting optimizations, we could have 50-60 zombies per frame (plus some environment, obstacles and other stuff).
Game levels are 'semi-random' -- city blocks built from pre-defined environment segments with obstacles and enemies added randomly. Each level has rules describing how long the level is, how many obstacles/enemies every section has etc. Overall, this makes every play-through a bit different, which people actually liked.
Art production was kinda slow so game has less content than planned, which lead to levels feel a bit repetitive.
Anyway, it was fun experience -- making game from scratch for Playstation Vita in less that a year.
Survival Gameplay Montage YouTube
There are currently no screenshots available for Z-Run (contract work). Check back later for more or contact us for specific requests!
Logo & Icon
There are currently no logos or icons available for Z-Run (contract work). Check back later for more or contact us for specific requests!
The first thing I discovered about Z-Run is that it’s challenging. I mean, it’s hard.
I was getting destroyed left and right before deciding that maybe I should just switch over to Easy so that I could learn the game better. Then, to my horror, I remembered that I was already playing on Easy.
My problem was that I was approaching the game all wrong.
I couldn’t just brute force my way through a level, I needed to think my way through.
Just like a game of chess, in order to win you have to be planning your next three or four moves before you make your current one.
Once this revelation occurred to me, I found success a little easier and the game became infinitely more interesting.
- Brad Gruetzmacher, The Vita Lounge
FireVector is an independent game development studio specializing in console and PC games.
More information on FireVector, our logo & relevant media are available here.
Z-Run (contract work) Credits
Alex Podverbny (FireVector)
Game Design and Programming
Alexander Nikitin (FireVector)
Oleg Zhukovsky (BeatShapers)
Rostislav Garbar (BeatShapers)
Alexey Menshikov (BeathShapers)