![]() ![]() What sparked you to make a zombie title? Why specifically zombies? WP: Recently, there's been a "revival" of sorts with zombies, with Left 4 Dead, Resident Evil 5 and House of the Dead. ![]() PS HOME BURN ZOMBIE BURN MUSIC HOW TOAll those aspects about zombies and zombie movies, we're just feeding into that, so the bats, the chainsaws, the lawnmower, the explosives - everything was just about how to get a sense of fun. The whole point about Burn Zombie Burn is to create that core, arcade retro gameplay and give it a whole lot of personality and sense of humor and make it more fun. We wanted to take what we learned and add a whole lot of stuff we hadn't seen. We're currently doing Geometry Wars Galaxies on Wii and DS, and we had some experience doing shooters on digital download. JM: We had just rebranded to Double Six, and it was quite important for our first game out represented the studio and what we wanted to do. WP: How did you come about making Burn Zombie Burn? JM: Yeah, the comic and the game both reference, just off the top of my head, "Dawn of the Dead," "Shaun of the Dead," "Braindead," which was "Dead Alive" in the U.S., and a whole host of others. WP: So Burn Zombie Burn does refer to a lot of horror movies? But we did provide a downloadable comic that gives you the lead-in to what the story is and makes a few inside jokes about horror movies and tells you a little bit about Bruno and Daisy's personalities. We didn't want to stop people jumping in and out of the arenas to give a narrative lead-in. With this kind of game, we didn't want to hold it up with narrative. WP: Apparently there's a downloadable comic book, so how does that fit into the narrative? JM: In narrative terms, Bruno basically wanted some quality time with Daisy, and they're just going to go out on a date and then zombies invade and Bruce (Bruno's brother), gets pissed and decides to take some revenge. WP: Although you said that there's not a lot of backstory to the game, can you tell us what it's about? They're just starting it up, and we got into that program quite early. They're quite keen to make certain things exclusive to the platform, and it benefits the developers who did that. Last GDC, we had a talk with Sony about it. JM: Sony asked us to make Burn Zombie Burn exclusive, so that's why. WP: Why is this only on the PlayStation 3 and not multiplatform? We had another publisher, Pinnacle, who are great to work with but went under at the end of last year, so we've since been sorting out the legal wrangles and are now self-publishing. JM: It was roughly about eight months in development, and the team averaged about eight guys. WP: Can you tell us how long Burn Zombie Burn has been in development, and how big is the dev team? I'm Jim Mummery, and I'm the creative director at Double Six, but more specifically, I was lead designer on Burn Zombie Burn. WP: Who has the honor to speak with us? State your name, rank, and occupation! ![]()
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