End All Zombies – Case Study

Project Overview

End All Zombies is a fast-paced, one-finger zombie shooter game for iOS.

Set in a post-apocalyptic world, players must survive endless waves of zombies by shooting accurately while carefully managing limited ammo. The game delivers intense, addictive gameplay with simple yet challenging one-handed controls.

I launched End All Zombies in October 2017.

The Problem

Most mobile shooting games at the time were either overly complicated with too many buttons or too simplistic with no real tension. I wanted to create a game that was easy to pick up (one-finger controls) but hard to master, while still delivering that satisfying arcade-style survival experience.

The Solution

End All Zombies combines simple touch controls with strategic ammo management and escalating difficulty. Players tap to shoot, and try to survive as long as possible. The game focuses on tight, responsive gameplay and a constant sense of pressure.

End All Zombies gameplay by Luis Calvillo.

My Role & Process

End All Zombies was my very first iOS app and my first mobile game. I built the entire project completely by myself as a solo developer.

This included:

  • Coding the full game in Swift using SpriteKit
  • Designing all vector graphics and assets in Adobe Illustrator
  • Composing the soundtrack and sound effects using GarageBand
  • Implementing monetization with AdMob

I developed it from concept to launch in October 2017.

Challenges

As my first game and first time using SpriteKit, I faced several steep learning curves:

  • Learning SpriteKit from a book, and concepts including physics, collision detection, particle systems, and performance optimization for mobile.
  • Balancing fun, fast gameplay with meaningful strategy (ammo management and wave progression).
  • Creating all visual assets and audio from scratch while maintaining
  • Optimizing the game to run smoothly on a wide range of older iPhones.

Key Features

  • Intense one-finger zombie shooter gameplay
  • Endless survival mode with increasing difficulty
  • Strategic ammo management system
  • Smooth SpriteKit-based physics and animations
  • Original soundtrack and sound effects
  • Ad-supported monetization

Technologies Used

  • Swift
  • SpriteKit
  • Adobe Illustrator (for all vector graphics)
  • GarageBand (for music and sound effects)
  • AdMob

Outcome & Learnings

Launching End All Zombies in October 2017 was a major milestone: it was my first complete mobile game and my first published iOS app.

The project taught me how to take an idea from zero to a finished, playable product entirely on my own. It gave me a strong foundation in game development, SpriteKit, performance optimization, and the full cycle of building and launching an app.

Most importantly, it proved to me that I could build something fun and engaging from start to finish. This early success gave me the confidence to tackle larger and more complex projects later on, including ShredSpots and WhattaEat.

Want to try End All Zombies or learn more about the game?