offers a great sandbox for prototyping and being creative. Also, behavior trees and node-based materials etc. Saul: Scripting and prototyping for level design and tech art with Blueprints really made it easier. Was there any process in the development that was made particularly easy or efficient because of a tool in the Unreal Engine 4 suite? The tension, the stress, the conflict and the crudity of his universe are in every pixel of the game.įor the cooperative aspect, this is very deep in our DNA at OVERKILL, and we’ve seen a great reaction from players on how we encourage them to work together towards a common goal and overcome the challenges we’ve placed in the way. He is a gamer at heart, and it’s always been easy to brainstorm together on how to best represent his universe in gameplay. How did you balance expectations alongside your own creative desires for the game? How did having Robert Kirkman on board help you along the way?Īlmir: The collaboration with Robert Kirkman during the game creation has been a pleasure. Taking on an IP like The Walking Dead likely comes with a ton of expectations from both fans and executives. The stealth, horror and survival elements come naturally with the IP - it’s all about taking down that rival faction while trying to avoid the constant threat of walkers around you. Upgrading their character, camps, and skills keep them interested while playing the action game elements. The RPG elements and taking care of your camp (in a simplified RTS) keep players engaged for a long time. Saul: We built the game with different mechanics from different games and genres to offer the deepest, most fun experience possible within the co-op FPS genre. Tell us a little bit about the game and how you fit all those elements in cohesively. ![]() OVERKILL's The Walking Dead is touted as mixing a co-op FPS with elements of action games, RPGs, and even stealth and survival horror games. For us as developers, being able to participate and create original stories in the universe shows that we understood him and The Walking Dead. This close collaboration led us to create new characters that Robert made canon in the universe. Saul: Keeping the tone of the universe intact was key for us, so our relationship with Robert Kirkman was important. With Starbreeze Studios’ rich FPS heritage, we knew we could make something different and challenging that would live up to the ‘The Walking Dead’ brand, while at the same time making sure we kept the OVERKILL feel in the game. Ever since OVERKILL Software was founded in 2009, we’ve specialized in co-op experiences. What led the team to The Walking Dead and how do you feel that previous experience has benefitted the development of the game?Īlmir: After having made PAYDAY 2 we wanted to make something new, and when we sat down with Robert Kirkman talking about what we could do together, creating a co-operative experience for The Walking Dead felt like a perfect fit. OVERKILL has been around for some time working on the PAYDAY series and brings a lot of development experience to the project. We chatted with Producer, Almir Listo, and Executive Producer, Saul Gascon about the stresses of taking on a popular IP and the experience of building this new addition to The Walking Dead universe with Unreal Engine 4. Season Two of the game is underway, and OVERKILL is promising tons of changes as they continue to work on the game in the march to the console release. Here, we are introduced to four new survivors banded together in their struggle to keep on living from day to day. and built off the official canon of The Walking Dead universe, players are tasked with working together as they try to survive in another take on Robert Kirkman’s post-apocalyptic nightmare.įeaturing elements of stealth and survival horror gameplay, no game based on The Walking Dead would be complete without a strong cast of characters and the development of the relationships between them. Released on Steam this past November, and coming to both PlayStation 4 and Xbox One in February of 2019, OVERKILL’s The Walking Dead is a first-person shooter with a co-op twist. For the team at OVERKILL, it was a challenge they not only welcomed but tackled head on. By Shawn Petraschuk To many developers, the thought of taking on a franchise with a fervent fandom like The Walking Dead would have them running for the hills.
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