It all began in a Kitsilano (Vancouver) basement on a dark October night. Robert has worked with kids at a before/after school program and thought a simple little zombie-chase-human game would be a good activity to put together for Halloween, but it quickly took on a life of its own and we realized we were making something much more interesting than originally planned.
Whilst our brains stormed, our friend Andy Grellmann embarked a nearby couch for a nap, as he is wont to do, and before he woke the core concepts of the game had formed; the items, characters, board layout, movement and attacking dynamics. It was.. ALIVE!
Whilst our brains stormed, our friend Andy Grellmann embarked a nearby couch for a nap, as he is wont to do, and before he woke the core concepts of the game had formed; the items, characters, board layout, movement and attacking dynamics. It was.. ALIVE!
Daniel sketched out a movement grid on a small scrap piece of paper - the path layout has barely changed since.
Each aspect of the game was then considered within its own reality, meaning, we tried not to distort anything in order to fit it into a pre-ordained sense of balance or fun. Instead, the idea was to let the gameplay, balance and fun-factor be a result rather than a goal. This is why we call it a 'simulator'. Every element is justifiable in terms of realism, in our minds at least, resulting in an intuitive and immersive experience. |
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With the concept and groundwork laid, I then spent upwards of a million years learning how to do, (at the same time doing) the art and graphics for the board, box, cards, manual, items and everything after.
It was fun to make, but it is more fun to think about others getting a kick out of playing it, so we hope you do. |