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Alan Diekfuss

Jul 29 2014

Let’s Chat

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.

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Written by Alan Diekfuss · Categorized: News, State of Decay, Team Zed

Jun 05 2014

State of Decay: Year One

Exactly one year ago today, one year ago from this very moment as I write this, I was in bed. Not sleeping — oh no, that wasn’t going to happen for at least a few more days — but finally, actually, truly in bed. After a final, all-in push to get things wrapped up, the hours were ticking down to the worldwide release of State of Decay, a game we’d been working on for two-and-a-half years; a game we’d poured our hearts and souls into, bled over, fought for, and pulled kicking and screaming into existence despite its design breaking almost every game design rule in the book.

On that Tuesday night, June 4, 2013, I was in bed waiting for Judgement Day. The game would start rolling out on the Xbox Life network at 2:00 AM local time. Scarier still, the review embargo lifted at midnight, so reviews could start hitting within the hour.

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Written by Alan Diekfuss · Categorized: Fans, News, State of Decay, Team Zed

Feb 06 2014

Lewis Fixed It

One day, everything blew up.

This was back in 2007 or so. I was at ArenaNet at the time, and we had just published an live update for our big MMO Guild Wars. Something had gone wrong, and nobody could login to the game. Our community forums were exploding with angry players, our customer service team was calling us frantically wanting to know what they should tell people, the server programmers were snapping at anyone who even walked into their field of view (“If I knew what the frakking problem was don’t you think I would have told you by now?!”), and everyone was tense and worried.

Well, except for this one guy.

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Written by Alan Diekfuss · Categorized: News, Studio, Team Zed

Jan 30 2014

‘Bout Damn Time

“Did you write the code that spits out an empty page at the end of every print job?”

It was June 1996, and I was on a pay phone in the cafeteria at Hewlett-Packard interviewing for a job at Blizzard Entertainment. The guy on the other end of the line was Patrick Wyatt, their VP of R&D.

It wasn’t going well.

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Written by Alan Diekfuss · Categorized: News, Studio, Team Zed

Jan 10 2014

The Road Ahead

Hola fellow survivors,

I wanted to let you know we’ve signed a multi-year, multi-title agreement to extend our development relationship with Microsoft Studios. We’ll be able to share details later this year, but as with State of Decay, we think it’s best if we just keep our heads down and build some prototypes before we talk too much. For now, suffice it to say there are big things going on with State of Decay.

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Written by Alan Diekfuss · Categorized: News, Studio

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