Dead Silence
A stealth-survival FPS where the zombies are blind and hunt entirely by sound. Every shot you fire tells them where you are.

The premise does the design work: the horde cannot see. Every action the player takes emits a noise event with a radius, and the zombies pathfind to the sound rather than to the player. Firing a gun is the loudest thing you can do and also the only way to fight, so the whole game becomes a negotiation with your own noise floor.
I built the sound-driven AI, the dynamic respawning that re-seeds zombies near a player who has successfully outrun them, and the point-based scoring behind the post-extraction leaderboard. The respawn sampler picks a random point around the player and snaps it to valid navigable floor, which is what stops zombies spawning inside geometry or in midair.
Five people on one Unity project under branch-based Git also meant a real education in resolving scene-file and Burst-cache merge conflicts.
What it does
- Built the sound-driven zombie AI where gunfire and player movement emit noise events the blind horde pathfinds toward on the Unity NavMesh.
- Implemented dynamic respawning that re-seeds zombies near a fleeing player on valid NavMesh points, keeping pressure constant as the map opens up.
- Programmed the point-based scoring system driving the post-extraction leaderboard.
- Owned core bug fixing across the build, including NavMesh pathfinding failures across elevation changes and around corners.
Built with
- Unity
- C#
- Blender
- NavMesh
- Git