In the fall of 2009 I went on a zombie bender. Zombieland had just been released, and I saw it four times. It wasn’t the best zombie flick I’d ever seen, but I loved the road-trip aspect of it, and the focus on how each person needs to decide whether they’ll work together, or alone, in the apocalypse. Mostly, it just rekindled my love of the zombie-survival genre, so it was back to Day, Dawn (classic, and the 2004 remake, which was a damn fine movie), the 28s, a ton of obscure hipster zombie stuff, and a fantastic dive into the Walking Dead comics. And books, too. Brooks of course — more the Guide than WWZ.
Fun stuff for sure, but none of it was really scratching my survival-fantasy itch. The great thing about zombie books and movies is that they make you think about what you’d do if the apocalypse hit tomorrow. Hanging out with your friends and comparing survival plans is truly one of life’s great pleasures.
But then a friend (known around here as Brant) turned me on to the Day by Day Armageddon series by J.L. Bourne. The author was an active duty military officer, and it really showed in his work. The story was personal and gripping, but also logical and well structured. It was believable. It was impossible not to cast myself in the role of the narrator, relying on my wits and whatever equipment I could find to survive every day. I consumed it in a day, read it again, then read the sequel.
And then it was time to build a studio that could make the ultimate zombie survival-fantasy game.
A few months later, Undead Labs was formed, and I found myself joyfully working with some of the most talented and passionate developers in the industry. As we started laying down the design for what would become State of Decay, numerous copies of Day by Day Armageddon (DbDA) were purchased and passed around. In those early days every developer on the game read the books. Of all the movies, books, comics, epic poems in iambic pentameter, and folk songs about zombies, DbDA stands apart in its contribution to our design and development culture.
Fast forward to January 2014. State of Decay is a huge success — thanks everyone! — and we’re announcing a multi-year, multi-title relationship with Microsoft to build on State of Decay and take it to greater heights. (Yeah I know that’s vague… damn gag…) I did an interview for Xbox Wire, and while I couldn’t give them any details, we did talk about influences, and I mentioned DbDA and the strong impact it had on State of Decay.
I didn’t think much about it afterward, until a few weeks later when my phone chirped with a Twitter notification:
After I privately worked through my fanboy freakout, I contacted J.L., and we started talking. About zombies. About Day by Day Armageddon. About survival fantasy. About the future of State of Decay.
We flew him out to visit the studio, meet the team (including Brant, who is still working through his fanboy freakout, although not quite as privately), and talk some more. He liked what we had to say, and we liked what he had to say. There was a real meeting of the minds going on, and everyone could feel it.
So, we decided to work together.
I’m very excited to announce that J.L. Bourne will be collaborating with Undead Labs on the future of State of Decay. I can’t talk about any potential future titles right now (mmph mmmmmmph mmmph), but on the road we’re now traveling, we have the benefit of J.L.’s powerful narrative voice and intimate knowledge of the skills, tactics, weapons, and daily realities of the zombie apocalypse.
When we said the future of State of Decay is bright back in January, we meant it.
Welcome to State of Decay, J.L.!
(OMG JL BOURNE!!!)
[Read J.L.’s welcome to the State of Decay community here, and please welcome J.L. yourself by clicking on the comment tape.]