02.10.12
News Speak 211

Ragdolls, Land Mines, and Tentacles, or Just Another Day at the Lab

In January we posted a spy-cam video of the Lab that included some footage of the in-development version of Class3. You responded with a massive amount of comments and questions, so today we’re going to tackle some of them in a new Q&A.

Read on for fresh new details about Class3!


Question from ‘Sorryaboutmyverbaldiarreah’: Will there be load screens when entering different regions (ex: a house) and will we be able to enter all buildings?

Class3 is a true open-world game, so conveying a sense of freedom and the joy of exploration is a core pillar of the game. We don’t want you debating whether the load time is a price worth paying for entering a building, so we’ve invested in the technology to allow the world to be seamless with no loading screens.

Whether all buildings could be entered was a significant debate early in the project. It takes a substantial amount of time to model the interiors of every building, of course, but more importantly, we don’t want to create a game that forces you to enter hundreds of mostly empty buildings to find the cool stuff. Ultimately we were able to solve both of these issues, so yes, you will be able to enter every building in the game, unless there is some visible reason why you shouldn’t be able to (e.g. it is collapsed, or burned out).


‘Seth, building a base’ queues us up to talk about something fun: I like how it looks except the zombies are a little too fast and that one fat-guy zombie broke right through the barricades which kind of disappointed me because I was hoping to camp out in a building for a couple of days, but then I thought, ”Maybe his construction skill is too low, or maybe he didn’t have very good supplies to build a barricade strong enough”.

The snippet of siege play you saw in the spy-cam video showed a dilapidated farmhouse under a massive, sustained siege from multiple hordes, including a particularly large zombie who was quite effective at smashing down the barricades. In general, barricades will last longer than you’d assume from the footage. While barricades are at best a temporary measure, they can be an effective means of slowing down a horde attack if you inadvertently give away your presence.


Listen, download, and enjoy!

A comment from the mysterious ‘M.’ states: Lots of cool things in the “Spy Cam” footage. The music theme was also really good… ominous, while not being overwhelming.

That music is a piece composed for the game by our audio director Kevin Patzelt. You can check out more of Kevin’s music on his band’s Facebook page.

We’ve received a ton of comments about the music, so as a special treat for our fans we’ve decided to release the track you heard playing in the video footage. Listen, download, and enjoy!

Kevin does great work, but he can’t personally do it all, so we recently selected the composer for Class3. We’ll be announcing who it is in the next few weeks, and I’m pretty sure you’re going to be excited when we do. No joke.


‘qwerty’ asks: Is Class3 still going to be split screen? I’m just wondering because most open-world-like games I know of don’t support it.

Unfortunately, we won’t be able to include split-screen play in Class3. CryENGINE 3 does not natively support split-screen, and we’re already pushing the engine to its limits to create the open, seamless world of Class3. Rewriting major components of the engine to support split-screen would be a massive undertaking and cause substantial delay to the release of the game.


‘Pepe’ states: By the way, Zed Team, I would love to see some great (and freaking hard) achievements for this game. Like blowing up 50 zedheads with a grenade, or make 5 headshots with a single sniper rifle bullet…

Those are great ideas, Pepe. I’d also love to see achievements like launching a zombie over 30 yards by hitting it with a vehicle, or tossing it over 30 feet in the air with a land mine, or using a chain of land mines to blow up a zombie, or, killing X zombies with an exploding vehicle.

Just, you know, for example. ;)


‘Joseph’ expresses his wishes: Hopefully there will be some sort of climbing in this, like jumping over gates, jumping to grab a ledge so on and so forth.

Climbing, jumping, grabbing, throwing, hanging, ducking, diving, and peeking — these are the sorts of things that make the world feel like a real place, rather than a stage set. This kind of organic interaction with the world has been one of our highest priorities from the start of development, and I can absolutely confirm that that you can do all these things.


‘Josh’ asks if we know what he means: This is just a hope, but I really hope cars are not totally disposable at every turn. Making it a real decision to leave the compound with a truck, for practical purposes of bring back larger pieces of salvage, or choosing to go on foot, for fear of losing your only vehicle. You know what I mean?

Vehicles are precious assets in Class3. Not only can they get you to remote areas quickly for rescue missions or resource runs, they also afford substantial protection as you drive through zed-infested areas. On the other hand, if you trash your truck, you’re not guaranteed to find a serviceable replacement around the next corner. In fact, you might be in real trouble; stranded out in the middle of nowhere, or in the midst of the town’s heavily infested industrial district, short on supplies and nowhere near a safe house.

Class3 tracks and remembers all the vehicles in the game, including where they are, who currently ‘owns’ them, and their damage state. If you destroy a vehicle—accidentally, by crashing it or trying to plow through one too many hordes, or intentionally, by making good use of its explosive potential—it will stay destroyed. If you park it out in the boonies somewhere, it’ll stay there. If you “borrow” it from another survivor group without permission, they probably won’t be too happy with you.

If you’re careless, you may eventually find yourself without a ride. However, sometimes you’ll discover new vehicles in places you’ve already explored, perhaps abandoned by other survivors who have now moved on. We want cars to be precious and meaningful, but we also won’t make your life a permanent hell if you have a little fun.


‘jakeawesome’ asks: Just out of curiosity, what physics engine are you using for the game, everything just looks so fluid, is it Euphoria?

We are using CryENGINE 3 for Class3. The physics you see in the spy-cam footage are driven by the in-engine physics package. One of the big benefits to using CryENGINE is that the physics implementation is tightly coupled to the engine and associated tools, which allows us to integrate physics-based interactions directly into the core game mechanics.


Rest assured, Class3 is, and always has been, an open-world zombie apocalypse simulation.

‘regie jonosan’ laments: I’ve been following this game for aaaages, seems like the designers are straying from the original premise of an open world rpg zombie apocalypse ‘simulation’ into more of a normal game…

One of the reasons developers are hesitant to release early peeks at raw gameplay is because it’s impossible to convey the breadth of the play mechanics in small snippets. While our spy-cam footage showed some of our core combat and world-interaction mechanics, it did not show some of the more unique elements of Class3 like base building, survivor-community management, manning watch towers, interacting with other survivor communities, researching new technologies, vehicle mechanics, or complex zombie infestation and horde behaviors. Rest assured, Class3 is, and always has been, an open-world zombie apocalypse simulation.


‘ManicDxM’ asks: Will people be like ragdolls if they are hit or fall off a building? That would be cool if they are.

People will ragdoll, yes. And more importantly, so will zombies. We’re making good use of ragdoll physics to let you use your environment as a weapon. Glass windows, trash dumpsters, picket fences, the hood of your trusty pickup—all surfaces with great possibilities for taking out zeds with efficiency and panache.


You could say that the entire game is a perma-death, see-how-long-you-can-live-for experience, but on a large scale.

‘Griff’ asks the Big One: This is a zombie survival game at its core, so is there going to be some sort of perma-death, see-how-long-you-can-live-for survival mode? I just think an “ending” to this game isn’t required, but I know you guys want an epic story.

I’m handing this one over to our creative director James Phinney…

[JP] You could say that the entire game is a perma-death, see-how-long-you-can-live-for experience, but on a large scale. It includes not just the quick, pulse-pounding drama of extended sieges, but also the intense, life-or-death struggle to carve out and defend small pockets of safety in a world overrun by the undead. Will there be throwaway, repeatable survival modes? No. There are other games that do that quite well, and other games that do the zombie-corridor-shooter thing well. I love those kinds of games too, but we’re creating a simulated world.


‘Hartman’ expresses concern about fat zombies: I know obesity is becoming a common sight but those big zombies were a tad too big. it reminds me of Left 4 Dead and any other zombie game I can think of to be honest. Every time I see them its like why did they even put them into the game?

For anyone worried about the imminent arrival of Tentacle Zombie™ and Winged Zombie™: don’t be. This is a game about surviving the zombie apocalypse; not a horror game about mutants or demons or fungus creatures. Our goal is to ensure that Class3 zombies retain their humanity, because that’s a big part of what makes the genre powerful. They are us.

That said, we also want to inject some strategic variability into the game. Some zombies are faster, some slower, some stronger, some louder, some have keener senses, and the like. We will exaggerate the range of human variability (because, hey, that’s part of what makes games fun), but Class3 zeds will always be recognizably human. So sorry, no Tornado Spawning Zombies this time around.


‘Spencer’ wants to kick back with a cool beverage and have some fun with the apocalypse: Remember in Dawn of The Dead when there was a great horde outside the mall? and when the guy with the sniper rifle was holed up on the roof of his shop and taking headshots at zombies? I hope we get to do that.

Oh hell yes.

Here’s our art director Doug modeling the shirt he happened to be wearing today. If you recognize that, you’ll understand our intentions here.


Everyone asks: When the hell does the apocalypse begin?

We’re getting there, folks. We’ll tell you as soon as we can. I can tell you that we’re right on schedule, and that you’ll be learning much (much) more about Class3 this spring.

Stay tuned, fellow survivors!

01.12.12
News Speak 6

An Interview with Jason Stokes of FUTUREPOLY

Interested in a career as a game-industry artist? Nobody knows the ropes better than Jason Stokes and his colleagues at digital-art training studio FUTUREPOLY.

Jason also heads up FUTUREPOLY Studios, a high-caliber game art production studio that we teamed up with last October to produce art for Class3.

Jason was recently interviewed by Bonnie Boglioli-Randall for Animation Career Review, so make sure to check out his thoughts on how to land a sweet job as a game artist.

Jeff

Go Ahead… Kick My Ass

Happy 2012, fellow survivors!

After a well-earned break for the holidays, Team Zed is back in the Lab and pounding away at the code, art, sound, and design for ‘Class3′.

To celebrate the new year—and, okay, because we haven’t updated you in a few weeks—I took some “spy cam” footage in the Lab today with my trusty iPhone. We’re not quite ready to post official trailers at this point, but I snuck up on Foge as he was testing out some ambush functionality on the Lab TV, so you might catch a glimpse of some early-alpha Class3 gameplay goodness.

Or maybe more than a glimpse…

As we jump into the new year we also bid farewell to Emily, who took point on our website and kept in touch with our community and fansites such as MMOZed.com. Emily is off to new adventures, and we wish her well. Don’t worry—we’ll be keeping you up-to-date on our progress here on the Undead Labs website, and we’ll also be announcing plans for a more robust community site soon.

We had a tremendously productive year in 2011, and we’re anticipating an even better 2012. I’m happy to say that Class3 is on schedule and looking great. We’re excited to show it to you and the rest of the world officially—assuming I don’t get my ass kicked for leaking unofficial gameplay footage…

Jeff

Update: It looks like our comment system is biffed. We’re working on it. For now you can leave comments for the dev team on the Lab Facebook page.

Update 2: Comments fixed. Thanks Liz!

Miss Manners Need Not Apply

Frank: So, how many are you holding back?
Joe: How many what?
Frank: You know… bullets. For just in case.
Joe: Jesus, don’t even start that shit with me, man!
Frank: What? You know it’s better than some of the alternatives. You ever seen a person starve to death?
Joe: No, and neither have you.
Frank: Okay, but I have seen what those things can do to a person. And if it comes down to that or a bullet…I got three. One for me, one for Millie, and one for Peter.
Joe: I think I’m gonna be sick.
Frank: I know it’s ugly, man, but you got a wife and kids too. You ought to think about it. It’d be kinder.
Joe: Just…go away, Frank.

This isn’t Shakespeare. It’s also not Stephen King. It’s sure not Emily Post. Hell, it doesn’t sound like book or movie dialogue at all.

And that’s exactly why we asked Travis Stout to join Team Zed to write Class3.

I often have a hard time with dialogue in movies and games, because it sometimes just doesn’t sound like the way real people talk. Like most of you, I didn’t grow up around Oxford professors or jet-setting, poodle-toting socialites. I grew up in a “normal” town in Texas, surrounded by real people—college graduates, high-school dropouts, doctors, farmers, cool people, jerks—and real people don’t say, “Joe, I think it’s time for us to discuss the number of bullets you are holding back as a hedge against the worst-case scenario.” They say, “So, how many are you holding back?”

We want to make a game that feels real—like a place you could actually be, doing things that could actually happen—and one of the most important aspects of that is finding a writer who understands how to build a believable world and fill it with believable characters.

In August we posted a job opening for a writer to our website that began, “If you’re a passionate, professional author or game writer who loves horror, knows your zombies, and wants to tell the story of the struggle to make it in a ravaged world, there may be a spot for you on Team Zed.”

That’s how we found Travis, an industry vet who’s been writing professionally in the game industry for a decade. He’s contributed heavily to Dungeons & Dragons rulebooks and campaign settings (notably the 4th Edition Dark Sun campaign setting), White Wolf Game Studios settings (particularly the World of Darkness products), and most recently, extensively to the writing and design for Fallout: New Vegas and Dungeon Siege 3. And, fortunately for us, he’s also a hardcore zombie fan.

After sorting through hundreds of applicants and subjecting the final ten or so to an arduous three-month interview process, we knew that Travis was the guy we wanted, and were able to convince him to join us to helping us to build the very real world of Class3.

Welcome aboard, Travis!

Now, how many are you holding back, man?

Jeff

P.S. Don’t forget to check out Travis’s welcome to his fellow survivors!

I’m With Reid

Earlier this year we posted an open position for a talented animator to join Team Zed. A few short weeks later, we deleted it. Since it was rare for us to post a position on our website in the first place — most of us at the Lab have been working together for years — we immediately received questions about why we had removed the job post.

Simple: Reid Johnson had found us, and we’d found Reid Johnson.

Reid is a talented industry veteran who has been animating top-tier video games for more than a decade. Reid is most well-known as the animator responsible for animating Sly Cooper in Sucker Punch’s Sly Cooper and the Theivius Raccoonus, for which he won a “Best Animation” award from the Academy of Interactive Arts and Sciences. Before joining us at the Lab, Reid was at Zipper Interactive for six years creating the more realistic animation for the SOCOM and MAG franchises

Creating  motion-captured — or “mocap” — human animation for military shooters like SOCOM and MAG is one thing, but Reid made a freaking raccoon look fluid, graceful, and full of larcenous intention. And he did it all by hand. Turns out, they don’t make mocap suits for raccoons. They do make mocap suits for zombies — and we’ll be putting them to good use in Class3 — but Reid’s got the talent to inject that just-over-the-top coolness you get from hand-built key-framed animation, so we’ll get the best of both worlds.

I can’t wait to see what he can do with a zed horde, a desperate survivor, a lead pipe, and a proper dismemberment system.

One final note: Reid is the coolest character I’ve ever met. I don’t mean cool like celebrity-snowboard-god cool, or hipster-coffee-snob cool, either. I mean cool as in, well, chill. I just don’t think the guy can be rattled, stressed out, or even surprised. He just exudes a sense of “Relax people, I got this shit.”

When Z-Day comes, I’m with Reid.

Jeff

P.S. Don’t forget to check out Reids’s welcome to his fellow survivors!

09.30.11
News, Studio Speak 69

Some Days Are Just Pure Win

Dear Team Zed,

Today was a momentous day at the Lab.

As you know, pre-production is the project phase where we lay down the design, create the core technology, develop the art style, build the art production pipeline, and prototype essential gameplay systems. At the end of pre-production, we should have a no-bullshit, fully playable game. Of course, it won’t have the polish or scale gamers expect and demand, but it should be a real game. And it should be fun.

Today was our final pre-production milestone, and you guys delivered. Hard.

I’m blown away by how far we’ve come in such a short amount of time. Our task now as we move headlong into the production phase is to take this fun little gem and turn it into something we’re proud to show the world. Over the next few months we’ll be bringing on some great art production partners, voice actors, motion actors, musicians, and world-class writers to help us get it done. We’ll of course also continue to have the support of our dedicated partners at Microsoft Studios.

We’ll have some great help, but the heart and soul of this game is each of you who have been here over the past year pouring your talent and passion into this game to bring it this far. I’m truly honored to work with you.

Let’s get this done. Onward to production!

Jeff

Gronk

Exactly one year ago tomorrow, our most excellent art director Doug Williams introduced himself on our website with a post titled “They Actually Pay Me To Do This $%#@”. It was an earnest, personal, and thought-provoking post. And then some clown gets on the comments and posts this gem:

Doug, I think the truck should be more red.
ps. If I eat your brains do I get your powers?

Brilliant. Mod it out? Nah, there’s no harm in it — it’s just silly.

Some people.

A few days later, Doug, James, and Dave came to me and said they knew the perfect guy to fill our recently opened position for an effects and environment artist. “Who?” I asked? “Gronk!” they said, looking proud. Just that: “Gronk”. Like I was just supposed to know who “Gronk” was. Like “Madonna”. Regardless, if these three were endorsing the guy, I figured I should meet him.

“Gronk” came in a few days later to interview for the position. It turns out his name was John Gronquist, and that he was a cool guy, a total bad-ass environment artist, and a zombie freak to boot. He’d spent the last three years doing FX and environment work for some little indie game I’d never heard of — ODST? Or Halo something? Reach 3? All of those.

Fortunately for us, Gronk was ready to tackle something new, and our passion for zombies and the design directions we were exploring for Class3 were right up his alley. He was at the Lab with his hands down in the guts of CryENGINE 3 a few weeks later, and he’s now our go-to guy for effects, user interface, and lighting. He’s a fantastic artist, and we’re lucky to have him.

But there was something about his name that stuck in the back of my mind. Where had I heard it before? Oh yeah. He was the clown who called out Doug for the not-quite-red-enough truck. His comment is still there on Doug’s article, by the way, setting the maturity bar for all of us… ;)

Hey Gronk — thanks for jumping in with us on this. You kick ass.

Jeff

P.S. Don’t forget to check out Gronk’s welcome to his fellow survivors!

08.18.11
News, Studio Speak 112

Cry, Baby!

Last week, our art director Doug talked about his vision for the look of the Class3 world. Doug certainly has a strong vision and his concept art looks fantastic, but everyone knows that since this is an Xbox LIVE Arcade game, there is no way the game can really look like that.

I mean, come on, right?

Today we’re happy to announce that Class3 will be powered by the awesome CryENGINE 3. The state-of-the-art engine has a well-deserved reputation for providing the graphics horsepower to create gorgeous games, and we’re squeezing it for all it’s worth to bring Doug’s “Faded Americana” vision for Class3 to life. With the cutting-edge technology of CryENGINE 3, combined with the experience and talent of our own Team Zed artists, we think we’re getting awfully damn close to achieving Doug’s vision, even at this early stage of development.

What’s that? Did I hear someone say “Pics or it didn’t happen”?

Or was it, “Video or it didn’t happen…”? ;)

Jeff

I Love Slushies

You know that TV show about those kids who sing all the time? You know, the one with the 20-somethings we’re supposed to believe are in high school? There’s a recurring gag on the show where the popular sporty kid throws a cold slushie in the face of one of the nerdy singer kids.

I myself have been on the receiving end of that kind of thing a few times in my life. I was a hardcore gamer in middle school, way (way) before it was cool to be a hardcore gamer. Let’s just say that the football dudes at my central Texas high school didn’t exactly respect my l33t skills at Ultima…um…1.

Later in life when I started working in the game industry I started receiving regular slushies to the face from some of my fellow developers. Metaphorically, of course. These were the guys who would listen to my super-brilliant game ideas or design proposals, and then tell me all the reasons they just wouldn’t work.

These slushie guys don’t sit around for years working on the mostest awesomest thing evar. They get shit done. They finish games and get them into our hands. They make it happen. Because they understand that the one thing that all of the greatest games ever made have in common is that they shipped.

John Zipperer is our slushie guy.

I started working with John back in 2003 when he decided to leave the hallowed halls of Intel chip design and jump into the game industry.

I’ve always been blown away by just how much John knows about how computers actually work — all the way down to the electrons. He’s the guy who tackles the hard, often unsexy parts of game development. Build systems, distribution systems, character variation systems, shader compilers, animation systems, fixing kernel-level driver bugs — John does it all, cheerfully and quickly.

Of course, we try to make sure he gets the sexy stuff too. When you start blowing arms and legs off the zombies in Class3, you can thank John for the awesome dismemberment system.

And then there’s the occasional slushie to the face when one of us starts talking about how cool it would be to accurately model the Butterfly Effect to drive a real-time dynamic weather system. Sure, we could do that. Or instead, we could make an awesome game and actually get it into your hands.

You can be damn sure John wants you to have that awesome game in your hands.

Welcome to Team Zed, John. It’s a true pleasure to work with you again.

Jeff

P.S. Don’t forget to check out John’s welcome to his fellow survivors!

That Shit Could Happen Here

I grew up in the small Central Texas town of Temple. Never heard of it? Most people haven’t. It’s about an hour north of Austin, and about half an hour south of Waco. You remember Waco, right? Yep, that’s my childhood stomping ground. That’s where I learned to play D&D, fell in love with video games, saw Dawn of the Dead for the first time, and pushed wheeled trashcans full of day-old Mexican food down the alley behind the restaurant with my car at 40 mph because there was nothing else to do.

Sigh. Good times.

Temple isn’t exactly the glitzy metropolis you’d expect to see in a game. If I’m donning my cape, mask, and lightning fists to take on some evil supervillains, I want to be somewhere sexy like Paragon City or Tokyo. If I’m taking up my two-handed mace to get my Paladin on, I expect the best chance to be admired is somewhere densely populated like Stormwind or Paris. When I suit up in my NFL-designed space marine combat armor, I look forward to dishing it out to the bugs on their homeworld of X’zzzt.

But the zed apocalypse? Forget the cities and the flashy locales — many of us will be holding back the rotting hordes in small towns just like Temple.

A few weeks ago, we asked you to share your hometown with us. Our survey received thousands of responses from all over the world, and the results were surprising. While it’s statistically true that most of the world’s population lives in big cities like New York City, London, Paris, and Athens, you can see from our Outbreak Map that only a handful of us live in the heart of metropolitan areas. Most of the people that responded to our survey actually live in small towns or suburbs. Home isn’t Times Square or Shinjuku — it’s Bob’s IGA, the VFW dance hall, the local espresso shack, and the Alamo Burrito and BBQ Hacienda.

Check out our full Outbreak Map here!

When we started designing the world of Class3, we wanted to capture the essence of the real zombie apocalypse by creating a setting that felt like a real place — one that you might actually live in. For a template, we chose a typical small town in eastern Washington State, very similar to our tech director Shaun’s hometown of Benton City.

McMillanville. It’s not fancy; it’s not exotic; but it’s home. And you know, that shit could happen here.

Jeff

PS: Thanks to all of you who entered your hometown on the map! Team Zed loved watching the map fill up over the past few weeks. If your hometown isn’t called out, go ahead and add it! Don’t worry if the pin doesn’t pop up right away — our map updates every night, so check back the next day to see the latest version.