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.

The Closer

You find a wide range of personalities on the typical game development team. There are the grizzled veterans who’ve seen it all, know how to solve just about any problem, and view bold ideas with a healthy dose of skepticism. There are the youthful idealists, often fresh out of school and giddy to be working in their first game gig, who challenge traditional boundaries with strange ideas. Most of those ideas are completely infeasible, of course, peppered with the occasional brilliant idea that builds empires. 

A healthy team has a good mix of these personalities, but the rarest and most valuable people on the team are often those who can balance these extremes and just figure out how to get awesome things done on time. These are the “closers” — the quiet ninjas of game development, and without them, you don’t ship games.

James McMillan is a closer.

Rewind to 2005. I was still at ArenaNet and we had just released the original Guild Wars. We had committed to releasing expansions to the core game on a regular basis, so we needed an art team that was capable of cranking out large amounts of high-caliber content at a fast pace. Realizing we needed some heavy hitters to help out, I started interviewing local artists, placing particular emphasis on good game design sensibility and technical problem-solving ability. Two of my most trusted go-to guys, Doug Williams and Brant Fitzgerald — both now card-carrying Team Zed members — encouraged me to talk to this guy they knew named James McMillan. 

James turned out to be a quiet, unassuming guy. He clearly loved games, and he absolutely dominated the art and level design tests we threw at him, but he didn’t leave a trail of ionized plasma behind him, breath fire, or shoot prismatic spray from his fingertips. I liked him immediately.

As I worked with James over the next few years, I grew to respect him immensely as an artist, and perhaps even more so as a person. He’s the guy who quietly brings in donuts for the whole team every Friday, never taking credit until somebody finds out they aren’t provided by the company and starts asking around. He’s the guy who’s at work on the weekends in the months before ship because It Has To Get Done, without feeling compelled to come in and crow about it on Monday morning. He’s the guy who builds and beautifies large sections of the game world, and then is happiest when the praise goes to the entire team. He’s the quiet builder, the ninja-assassin of politics and drama. The doer.

He’s a closer. He’s our closer.

Welcome to Team Zed, James!

Jeff

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

05.19.11
Jobs

No Open Positions

We have no open positions right now. Watch this page for new opportunities!

Metal Baseball Bats And Raw Meat

It’s been awhile since we introduced a Team Zed member, so today I’d like you to meet our audio director, musician in residence, and unapologetic gear geek Kevin Patzelt. Before joining Team Zed, Kevin worked as a sound designer, sound engineer, and voice director on numerous excellent game franchises including Supreme Commander, Disgaea, Skate, Trauma Center, Lord of the Rings, and Call of Duty. Most recently, he worked on an unannounced open-world game project at Surreal Software (now WB Games) alongside our own Brant Fitzgerald.

He must have made quite an impression, because one of the very first things Brant said to me on his first day at the Lab was “When we’re ready for an audio director, I know our guy.”

Sound and music should be an integral part of the gameplay experience, rather than something tacked on at the end of the production cycle. Games like Red Dead Redemption and Castle Crashers on XBLA are great examples of how powerful it can be when the sound and music work together with the art and design to create a great game experience. We knew that this was what we wanted for our game, so we realized that we needed to find an audio director who was a hardcore gamer, a zombie freak, and an audio geek — and we knew that we wanted him on board immediately.

We brought Kevin in to do some prototype work for us and quickly realized that — as Brant promised — he was indeed our guy. We asked him to take on the role of audio director shortly thereafter, and now he’s immersing himself in the nuances of how metal baseball bats sound when connecting with human skulls and pondering slabs of raw meat as the ultimate sound source.

He’ll kill me for outing him on this, but that background music you hear in our Friday At The Lab video is some of his early prototype work for ambient music in Class3. He was out of the office last Friday, so I snuck it in as a soundtrack without him knowing. Kevin’s an extreme perfectionist and would have insisted on being able to polish the mix before we ever let anyone else hear it, but since it’s just too cool not to share, I’m just going to have to ask for his forgiveness on this one.

I think I used the phrase “gear geek” earlier. Want proof? Check out these photos of his sound studio. The bulk of the audio you hear in Class3 will emerge from these stacks of inscrutable knobs and wires.

Welcome aboard, Kevin!

Jeff

PS: Be sure to check out Kevin’s welcome to his fellow survivors for the raw Kevin feed.

Demolition Man

In celebration of St. Patrick’s Day, I’m going to augment the Flogging Molly we’re rocking in the Lab and introduce you to resident Irishman and all-around badass technical artist, Dave Dunniway.

I met Dave back in 2003 when I was looking for experienced 3D artists for Guild Wars. At that point we had the core of an amazing art team, but I was looking for someone special; someone who could not only model and paint, but who could also figure out how to make things work. More specifically, someone who could build things, break them apart, and then put them back together again. When I looked at some of the work Dave had done for Dungeon Siege, I knew he was our guy.

Sometimes, you just have to blow shit up. And when that time comes, you want a guy like Dave on your team.

It takes a team of talented artists and animators to create a beautiful world and make it feel alive. But players want more than beauty. They want to interact with their environment; to feel like they’ve left their footprints in the sand, or their graffiti on the walls. They want to see the flaming ruins of a gas station that had the poor taste to get in the way of their gun sights. They want a world that reacts and changes as they move through it; more than a pretty backdrop for combat with wandering monsters.

That’s what Dave does: He turns game art into toys for us to play with. And then sometimes he blows them up.

I had the pleasure of working with Dave for seven years on the Guild Wars games, where he quickly became the go-to guy for interactables, breakables, destructables, and any other “ables” we could think of.

When we started laying our plans for the ultimate zombie-survival world at Undead Labs, I knew we needed a veteran technical artist who could make sure that the world of Class3 was not only beautiful, but also a blast to play in. You can imagine my pleasure to wake up one morning last summer and find an email from Dave with the subject, “Zombie-slayer reporting for duty!”

Welcome aboard, Dave!

Jeff

[Be sure to read Dave’s welcome message to his fellow survivors...]

One In Five Million

There are around five million professional programmers in the world. (I don’t have a source for any of these numbers. Just roll with it, okay?) Of those, around 10% are good at what they do, and about 10% of those could be considered great. We’re down to 50,000 great programmers. Of those great programmers, I’d say 1% of them have 10+ years of hardcore professional game programming experience, which leaves us at about 500 candidates for the Undead Labs technical director position.

I’m not done yet, though. I also want someone who has written a modern console 3D game engine from scratch (down to 15), who has experience with all major console platforms (down to six), and who has worked on both third-person console action games and PC MMOs (down to three!).

Oh yeah, and someone who passionately loves gaming. And zombies.

That brings us down to one. One person in five million.

Somebody get me Shaun Leach.

(I was also going to say “and obviously someone who holds degrees in both physics and astronomy.” Fortunately, Shaun has that too…)

Today I’m happy to introduce you to our technical director, Shaun Leach. Shaun joined us at the beginning of the year, but we had a few Big Announcements to work through before we could introduce him to you.

Shaun entered the game development world in 1997 at Surreal Software as the AI and engine programmer for Drakan: The Order of the Flame. He went on to head up the development of the PS2 engine used for Drakan: The Ancients’ Gates, LOTR: Fellowship of the Ring, and The Suffering.

In 2003 Shaun decided to get “closer to the metal” and took a lead position as a graphics programmer at Sony working on optimizations to the internal PS2 rendering engine.

Shaun returned to game development in 2004 as a core technology lead at Zipper Interactive spearheading the development of the next-generation PS3 engine for the SOCOM and MAG game franchises.

Turning his attention to the Xbox platform, Shaun took a lead position at Microsoft in 2008 working on core engine technology for the Xbox 360.

Most recently, Shaun was at MMO developer ArenaNet heading up the Guild Wars 2 console development team.

In short, the dude has left some seriously impressive technology in his wake. After hearing from a few of his former colleagues who wanted to “work where Shaun works,” I was even more convinced that he was the right guy to drive the technology we need to create for Class3 and Class4.

So, great programmer, strong leader, deep industry experience, proven console technology track record, passionate gamer, hardcore zombie fan — oh, also easy going and an all around awesome guy to work with…

Yeah, he’s our guy, and he’s one in five million.

Welcome aboard, Shaun!

Jeff

[Also be sure to check out Shaun’s welcome message to his fellow survivors...]

02.3.11
News, Q&A Speak 198

Rude Q&A

A ‘Rude Q&A’ is a document you create in consultation with your PR team in the days leading up to a big news announcement to help prepare for the questions you hope you never get asked. These are the questions you dread, because they usually touch on sensitive subjects like release dates, pricing, competitors, platform support, or (shudder) preferences for fast or slow zombies. It’s good to be prepared for these questions so you don’t look like a complete jerk when they are asked, because even if you are not a jerk, fumbling around with the answer or (worse) trying to evade the question can sure make you look like one.

In keeping with PR tradition, we prepared a Rude Q&A for the big news today about our collaboration with Microsoft to create a new zombie-survival franchise for the Xbox 360 platform. This is a super secret document with every question we hope we don’t get asked, and we’re supposed to study it and be prepared to answer the questions if they are asked.

But our Rude Q&A has honest answers to honest questions. So to hell with secrecy; instead we’re just going to post it to our website and share it with you.

FOR INTERNAL USE ONLY

Did Microsoft purchase Undead Labs?

No, they just own our souls.

Kidding! Seriously, Undead Labs remains an independent studio, in full creative control of the games we make. That said, I wasn’t BSing when I said we are excited to work directly with Microsoft on this project. Over the past year we were approached by numerous publishers expressing an interest in partnering with Undead Labs. Not surprisingly, many of them were MMO industry publishers who were drawn to the team’s track record in that industry, and while they were excited to work with our team, most of them wanted us to work on yet another World of Warcraft clone.

“Screw that. We’re here to do cool new things; not rehash things that literally hundreds of other companies have been trying to do for half a decade.” Screw that. We’re here to do cool new things; not rehash things that literally hundreds of other companies have been trying to do for half a decade. The team at Microsoft Game Studios immediately understood where we wanted to go with this, and they’ve been enthusiastic proponents for the vision of a zombie-survival online world game from the very beginning. In short, they’re a true partner for us, and we think they’ll drive as hard as we will to get there.

Does this mean that your games will exclusively be Xbox 360? No chance for PS3?

Somehow we don’t think our publisher would be too excited about a PS3 title… That aside, the real issue for us is focus. Look, we love the Xbox 360 — right along with 50 million or so other gamers around the world — but the PS3 is undoubtedly great gaming kit too. This isn’t a religious issue for us; we simply want to focus our time, energy, and resources on doing one thing and doing it exceedingly well. Cross-platform development, particularly when you’re pushing technical boundaries as hard we intend to, is complicated and time consuming, and we’d rather focus on gameplay and polish. Focusing on a single platform — particularly one that has a thriving online community — allows us to stay focused on making a great game, rather than wading through the technical and business challenges of supporting multiple platforms.

What about PC? Can’t you just make it cross platform?

I know that many people are somewhat baffled by our insistence that we don’t intend to release on PC as well as console. Why would we create an online world game and then not make it available to the millions of PC gamers out there currently playing online world games? The truth is that we love the PC as a gaming platform. We’d damn sure better, too, because most of us owe our careers and livelihoods to the PC gaming community. The PC platform has tons of excellent online games, and it continues to be a great platform for online innovation. That said, most of us have been working together on the PC platform for a long time — some of us for as long as 15 years — and we’re simply ready to take on a new challenge. In this case, that challenge is building a new class of online world games for console gamers.

“We just love console games, and we love online world games, and we are passionate about bringing the best elements of both of those genres together into something new and cool.” I think most of you would agree that so far, attempts to create online world games that feel equally at home on console and PC have not resulted in excellent game experiences for either community. Most developers view porting a game that was designed for the PC to console as a set of problems to solve. By focusing on console from the start, we get to instead view it as a set of opportunities to create new online game experiences based on the unique strengths that the console hardware and gamer culture can provide, such as shared-screen cooperative play, ubiquitous voice chat, and a game controller designed for sweet action.

We’re not trying to “Change the MMO industry forevar!!” or make that case that the console is a superior gaming platform for online worlds or any other kind of game. We just love console games, and we love online world games, and we are passionate about bringing the best elements of both of those genres together into something new and cool.

Why do you use “online world game” now instead of “MMO”?

We feel that “MMO” has become highly associated with a specific game design template, and we don’t want people to assume that’s the kind of game we are making.

“We are still creating the game we set out to create: an awesome zombie-survival online world game for console gamers.” If you think of an MMO as a game that allows thousands of gamers to play together in a persistent online world that evolves and reacts over time to player actions, then we’re still making that game. If you think of an MMO as an online fantasy RPG with elves and dragons and EPIC QUESTS involving gremlin ears and dudes standing around town with bobbing exclamation marks over their heads, then we’re not — and never have been — making that game.

Don’t get me wrong: I truly love fantasy RPGs, and many of us here at the Lab have been making them for a long time. The problem is that “MMO” no longer conveys a set of design tools or technologies that enable play in an online world; instead it conveys “a game like World of Warcraft.” I’m sure that’s great if you’re Blizzard, but if you’re trying to make a truly innovative MMO experience you wind up spending more time explaining what your game is not, rather than what it is.

We are still creating the game we set out to create: an awesome zombie-survival online world game for console gamers. But rather than describing it as an MMO — and having to explain all the ways that it’s not really like the typical boilerplate MMO — we now describe it simply as an online world game, which says just what we want to say, and no more.

What’s the difference between Class3 and Class4?

‘Class3′ is the codename for the ambitious zombie-survival open world game currently under development at Undead Labs for release as an Xbox LIVE Arcade title. ‘Class4′ is the codename for the subsequent zombie-survival online world game that we will develop by building on the Class3 platform. In other words, Class3 runs on your Xbox 360 and supports 1-2 players via Xbox LIVE or on the same screen, while Class4 will provide a much larger server-hosted world for thousands of simultaneous players.

Why are you developing an Xbox LIVE Arcade game first?

We want to make games that are fun. That sounds like an obvious statement, but you’d be surprised at how often that isn’t the primary goal in today’s game industry. Instead, you might hear, “Look how much money Zynga is making! We want to make a Facebook game!!” or “Have you seen Apple stock? We want to make an iPhone game!”

Those are fine goals, but it’s not enough to define a platform or technology and jump into development. You have to know how to make a fun game if you’re going to be successful, and we want to make damn sure we make a fun zombie-survival game before we get too far down the path toward a full online world game.

A big part of determining whether a game is fun is asking gamers to play it and listening to what they like and don’t like. As a full online world game, Class4 is a massive undertaking, so we want to get the core gameplay mechanics in place and deliver a tight, fun game experience with Class3 and let our player community guide our efforts as we move forward into the full online world experience.

Plus, we’ll get to put a great game into your hands far sooner than if we’d focused on developing Class4 from the beginning…

When will Class3 be released?

Dammit, didn’t I just say, “far sooner”? And wasn’t that enough? ;)

It’s always nice to say “when it’s ready,” but that phrase has been getting thrown around a lot these days — often for purposes other than expressing a true commitment to quality — and basically means “no comment.” I’ll instead say that we have an ambitious schedule and a disciplined development process, and we’re serious about getting Class3 into your hands quickly. That said, we can’t commit to date at this point.

Do I need an Xbox LIVE membership to play Class3?

The publishing details aren’t finalized, and I’ll defer to Microsoft to deliver the official word, but I think it’s a safe bet to say that yes, you’ll need an Xbox LIVE membership to play the game, and you’ll probably need an Xbox LIVE Gold membership to host or join other players over the Xbox LIVE network.

How much will Class3 cost?

It’s just far too early to tell. Class3 is undoubtedly among the most ambitious Xbox LIVE Arcade titles ever undertaken, but it’s still an Xbox LIVE Arcade game, so that should give you sense of the bounds.

How long will it take to finish Class4 after Class3 is released?

One of our goals with Class3 is to create the core gameplay and world interaction mechanics that will form the foundation of the Class4 experience. This will allow us to focus on the online world components of Class4, including content scope and scale, server and client technology, and player community features. Since we will already have a solid game foundation and a fully developed game world, Class4 development should be very efficient compared to an online world game being built from the ground up. We anticipate that using Class3 as a foundation will cut our development time in half.

Will Class4 be a subscription game?

This is of course a lengthy discussion that we’ll need to undertake with our publisher, so I don’t have a definitive answer, but I can give you some insight into the way we currently think about this.

The current dominant business models for online world games — subscriptions and micro-transactions — each solve a set of problems at the cost of creating new ones.

I’ve previously expressed that while the subscription model is not exactly loved by the gaming community, it does have the benefit of being a simple, clear, and above-the-table contract between gamers and the publisher. Each month, the game either earns your business or it doesn’t. The developers have a singular goal: ensure that the game is fun enough to keep people playing. I like the clarity and purity of that model, and I like that it keeps designers doing what designers should be doing: creating fun. On the other hand, subscriptions are yet another monthly bill to pay, which ranks right up there with rent and car payments as an effective joy kill.

Existing micro-transaction models make it easy to get into a game and let you pay as you go, but I’ve also seen them cause game designers to spend their time focusing on things other than making a fun game, such as channeling players through in-game stores or creating escalating pricing structures for in-game items. I also dislike the slippery slope of what is defined as something you purchase versus something that is a core element of the game experience. We see the phrase “free-to-play” kicked around a lot these days, and some of these games are good games, but we all know that nothing is truly free to play; they are simply blurring the line between playing and paying.

Both models have their strengths, but I’m hopeful that we can also find a way to avoid some of the weaknesses. I’ve challenged our designers to think through the concerns I’ve raised with these business models and be ready to work with me on some new ideas. We may not be able to satisfy everyone on this issue, but perhaps we can get close.

Undead Labs and Microsoft Game Studios to Create Zombie-Survival Franchise on Xbox 360

Online Game Developer’s Inaugural Open World Title to Be Published by Microsoft Game Studios

SEATTLE – 3 February 2011 – Undead Labs, the premier developer of online world games for console gamers, announced today development of an original zombie-survival franchise in collaboration with Microsoft Corp. Developed by Undead Labs and published by Microsoft Game Studios, the inaugural title will be an open world zombie-survival game scheduled to launch on Xbox LIVE Arcade for the Xbox 360® video game system from Microsoft.

“Undead Labs is thrilled to work directly with Microsoft to bring Xbox 360 players an outstanding zombie-survival franchise,” said Jeff Strain, founder of Undead Labs. “Our mission is to create original online games that truly feel at home on the console platform, and Xbox 360 is a fantastic platform for online console gaming. We plan to create an ambitious open world XBLA game and use its gameplay, setting, and technology as the foundation for a full online world game.”

Code-named ‘Class3’, the Xbox LIVE Arcade game is designed to let zombie fans answer the ultimate question: What would you do in the face of the zombie apocalypse?

The end is here. Human civilization has been annihilated. The few, scattered survivors must band together, rebuilding civilization in a third-person action game packed with sweet guns, fast cars, hand-to-hand combat, and copious amounts of zombie gore. Players choose where to make their stand, designing and fortifying their settlements, performing daring raids for valuable stores of food and ammunition, and rescuing other playable survivors. The open world develops in real-time, shaped by player actions, with content determined by their choices and the ever-increasing zombie threat.

“We are proud to collaborate with Undead Labs on the creation of a new game for Xbox 360,” said Matt Booty, General Manager of Microsoft Game Studios. “The Undead Labs team has a successful track record making innovative online games, and we are excited to support them as they bring their experience and talent to Xbox LIVE.”

The game is currently under development by Undead Labs’ veteran, zombie-loving studio team and additional details will be released throughout the development cycle. For more information, visit undeadlabs.com.

About Undead Labs

Undead Labs is a game development studio dedicated to creating a new class of online world games for console gamers. Founded in 2009 by MMO industry veteran Jeff Strain, Undead Labs is a creative studio built around the most talented—and zombie loving—developers in the industry. Based in Seattle, Washington, the studio’s singular focus is creating the definitive zombie-survival franchise for console gamers. The company’s inaugural game, currently in development, is an open world zombie-survival game for Xbox LIVE Arcade, published by Microsoft Game Studios. For more information, visit undeadlabs.com.

# # #

CONTACT:

Anne Marie Stein | Jeane Wong
ONE PR Studio (for Undead Labs)
510-893-3271
annemarie@oneprstudio.com | jeane@oneprstudio.com

Some information relates to pre-released product which may be substantially modified before it’s commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies.
Undead Labs and the Undead Labs logo are trademarks of Undead Labs, LLC.
All other trademarks are property of their respective owners.

01.26.11
News, Studio Speak 34

Marketing Horror!

Today I came across some of the original concepts for the Undead Labs logo. Now of course I have to bury the concepts that didn’t make the cut, because conventional marketing wisdom says that we shouldn’t ever show them because we might risk “confusing the consumer.”

Ugh. The word “consumer” makes me think of buying toilet paper and shampoo at Safeway on the weekend. But if you are interested enough in what we are doing to hang around on a website for a pre-release zombie-survival game, then you’re not a consumer; you’re a gamer, through and through.

And I also suspect that, rather than being hopelessly confused and helpless when exposed to the complex horror of logo concepts that we decided weren’t just right, you might think it’s kind of cool to actually see how we decided on the final Undead Labs logo.

Gamers. I love those guys.

When I was setting up the Lab back in November 2009, I knew I wanted a punchy, distinct logo to go with our — personal opinion here — awesome studio name. The first person I talked to was James McMillan. James is a fantastic game artist, a pure zombie enthusiast, and is now a core member of the Undead Labs development team. You’ll be hearing more about James soon, but for now suffice it say that he was my go-to guy for initial logo ideas.

After we talked about some rough ideas, James took a few hours and created this:

Awesome! But building brands and logos is a complex art that needs to factor in usage in all kinds of harsh environments like black-and-white print, postage-stamp sizing, readability from a distance, silhouette recognizability, reusable elements (like the little vial shapes used on our website), color, tone, cultural sensitivities… the list is almost endless. In short, now that we had a general direction it was time to bring in the pros.

Based on glowing referrals from some of my marketing buddies, I contacted the excellent team at Ten Gun Design and turned them loose on it. I asked them to riff on James’s logo, but to also branch out and throw in some ideas of their own based on my description of the studio and games we wanted to build. A few days later the Ten Gun team visited me at the Lab and presented these:

Wow. There are some awesome logos in here. My particular favorite is the zombie coming out of the sludge barrel. You can also clearly see Ten Gun’s take on James’s original logo concept.

Of course, the one that stole our hearts was the one we ultimately decided to enshrine as the official Undead Labs logo.

This logo had it all: zombies, body parts, laboratory equipment, rushed research (the hastily applied green tape), and an unique and instantly recognizable shape.

About that shape, and its possible resemblance to a certain hand gesture…

Okay, time to come clean on this. Seriously, I never noticed it, nor did anyone else working on it. I can only guess that we were just too close to it, and were unable to step back and look at it with fresh eyes. I found out about it the day we launched the Undead Labs website when I received a text from a number I didn’t know that read, “Who are you flipping off?”

Was I surprised? Absolutely. I mean, there’s nobody I want to flip off so badly that I’d commit the entire company logo to the task. But am I going to change it now that I know?

Hell no.

Jeff

Lead Us Into The Dark

“You mean someone like Jess Brunelle.”

Yes yes, goddammit. Someone like Jess Brunelle.

It was 2007, and I was sitting in a conference room with several colleagues discussing our ongoing search for the perfect producer. Of course, the problem is how you define “perfect” when talking about a producer, because every studio has a different notion of what a producer is actually supposed to do.

At one end of the spectrum, the producer runs the show, not only establishing and driving the schedule but also setting the vision for the project and making the critical design, artistic, and technical decisions. It’s certainly an efficient model, but you aren’t going to get the best out of talented developers like James Phinney and Doug Williams when you remove them from the decision-making process.

At the other end of the spectrum, the producer is a mere lackey, responsible for documenting and communicating the decisions of the development team leads and picking up balls as they drop. This model ensures that the developers are able to drive key decisions about the game, but it can also result in a development process that lacks discipline, and in the worst case a game that is constantly delayed or never ships at all.

I’m not really thrilled with the notion of cutting our development leads off at the knees or watching the development process fall into chaos, so neither of those extremes are going to work for us.


In an ideal world, your producer should have the authority to lead the development process while also allowing the art, design, and programming leads to drive the key decisions about the game. The problem is that while a company can grant authority, it cannot grant respect; respect has to be earned. In order for this model to work, you need to find a producer who can earn the utmost respect from the development team. And that means you must find someone who has solid development experience on great games; who loves games; who listens, but is also decisive; who isn’t afraid to admit being wrong; who mixes common sense and methodology in equal measure; who gives credit rather than taking credit; and who has a track record of success in the game industry.

I mean someone like Jess Brunelle.

Jess certainly has the development background to command the respect of Team Zed, having been a designer on a little game called God of War during her four-year stint at SCEA. Most recently, Jess was the lead producer for Snowblind Studios’ upcoming The Lord of the Rings: War in the North.

I tried to hire Jess back in 2007, but at the time she was too wrapped up in a super secret new game under development at Snowblind. When Snowblind Studios was acquired by Warner Brothers in 2008 and WB decided to take the studio in a different direction, it left a Z-shaped hole in Jess’s heart.

A Z-shaped hole that was filled perfectly by a certain zombie-survival console game under development at Undead Labs…

We finally found our perfect producer. Lead us toward the light dark, Jess.

Jeff

PS: Also be sure to read Jess’s welcome message to her fellow survivors.

PPS: Emily asked me for a “head shot” to use with this post. I don’t think this is quite what she had in mind. Hope you like it.