Catégories
English

Interview « Developper » : Fábio Cury Hirsch

23/05/2020 :
1/ A classic of ours: your personnal pop culture absolute reference ? And the one specific to zombie universes (if different)?

I am a sucker for the Lord of the Rings, it shaped my taste for culture in so many ways that I can’t even list them! I’m not sure there are any zombies in LotR, but there are undead creatures.
Of all the zombie franchises, I’d say I love the movie Shawn of the Dead and also the Boardgame Zombicide.

2/ What kind of games do you like? Did you play Zombicide before developing it?

I enjoy tabletop wargames such as A Song of Ice and Fire TMG and Middle Earth SBG, but I also play a lot of boardgames. I played the first season of Zombicide long before I developed any of the games. It was a great experience and I never imagined I would be able to work on such an amazing project!

3/ A bit more about yourself, in a few words; and how you ended working for CMON.

I’ve played games all my life, and have dreamt of working with games since I was younger. As I grew and reality kicked in, I convinced myself that it was a childish dream and I should try to find a regular paying job. I graduated in Advertising and Marketing and started working with Business Intelligence for Ubisoft, it was a lucky coincidence but I was thrilled. Eventually I met CMON’s game Developer Fabio Tola who invited me to playtest A Song of Ice and Fire TMG. After a couple of months they came to me with a proposal to join the Dev team.

4/ What does a developer for CMON? Did you work on any other game(s) for them?

A developer is in charge of receiving a game from the designers and making sure it is consistent. This can vary in degree from game to game. We try to find any loops that can occur, guaranteeing everything is balanced as well as trying to find any colliding rules.
Currently, I’ve helped, in different degrees, on the following projects: Zombicide Invader, Zombicide 2.0, ASOIAF TMG, God of War the Card Game, Cthulhu Death may Die, Bloodborne: The Board Game.

5/ How would you describe your typical work day? Your typical week?

It really depends on the part of the development cycle you are at. In the beginning there is a lot of bookkeeping to do and reading files and rules. When the main playtesting cycle begins, I usually playtest during the day with the development team and later I invite playtesters to come in and play with the changes I’ve implemented previously during the day.

6/ I’d like to dig a bit more about this subject, the core of your work. Let’s say we focus about Invader, because it’s already out. How long did the development cycle last ? The playtesting cycle ?

Zombicide Invader was great to develop and playtest because the designers are amazing and handed over a very close to final version. So development and playtest were done in around 2 months. I am not sure how long it took the Designers to create it from scratch, though.

7/ Was there iteration of them cycles ? (If yes, how many ?)

These processes are almost concurrent. You cannot develop without playtesting.

8/ Could it be possible to have an insight of what was discussed in a dev cycle and then playtested ?

We discuss issues that can range from core gameplay changes (such as concentrated fire), to where to place objective tokens on each scenario. Everything gets playtested though. If you want a small tangible example: we swapped a couple of the missions’ order so they would scale in difficulty.

9/ Do you remember something that existed and that playtested proved off so it was removed ?

There are so many elements that are removed and even placed back! It’s hard to remember one specific item.

10/ What was an Invader thing that was consistent from the start ?

I would say the concentrated fire rule worked great from the start!

11/ What do you remember was the more difficult to balance for Invader ?

I remember that the placing of the spawn points was pretty difficult because of the mold rule that ends the game if two spawn points are connected by active mold.

12/ Is there a SOIF/Zombicide Fantasy crossover somewhere in CMON’s making ?

Not to my knowledge.

13/ Anything yourself came up with in a Zombicide and that you are secretly very proud of?

Unfortunately, no. The designers are always one step ahead!

14/ Would you have any teaser for us about Zombicide 2.0? Or something else coming in the Zombicide(s)?

I wouldn’t want to spoil the fun!

15/ I am sure you have an excellent gaming Zombicide anecdote that happened during one or the other dev session (that you’d share with us).

This is your hardest question yet! We end up playing so many times that they all blend together eventually. I do remember having a blast whenever the stars aligned and I could manage to slaughter the Xenos with the Sentry Gun!

16/ Would you pick SciFi as your favourite Zombicide setting ?

It’s very hard to pick a favourite, but if I had to choose, yeah!

17/ What kind of survivor would you be?

Definitely a survivor with the Shove ability! I enjoyed playing Jared in Zombicide Invader and the miniature looks super cool! I would just paint a Brazilian flag on it instead.


18/ Should we assume that you are from Brazil ? Are you currently working from there as well ?

Yes, I’m from Brazil. To be more specific, São Paulo. I work from here.

19/ This would be a matter of intense debate, but Shove is really great indeed, although my personal favourite is Slippery.

Oh yes, every ability has a time and place! It really comes to personal choice. In the end, teamwork is the real key to victory!

I guess that it was the last one, I let you have a last word, if you wish.

I’d like to thank you for your time and attention!

Catégories
English Interviews

Interview « Illustrator »: Dany Orizio

06/04/2020 : I see you made the (magnificent) art for some references of their current Zombicide Kickstarter. Would you be interviewed by us?

Hi Christophe, thank you so much! I’m always a bit reluctant to interviews, I’m not a social guy … but if it’s written, it can be done.

1/ First thing first: your personal pop culture absolute number one? And the one specific to zombie universes (if different)?

I was born in ’75, so the pop cuture of the 80’s definitely raised me…too many character references from those years! I can’t name just one, so I’ll tell you Monsters! So I gather all that attracts me the most.
For zombie universes, everything about Romero stuff.


2/ Could you present yourself in a few words?

I use to define me a CreARTive (creative + Art), because I did regular studies at the Academy of Fine Arts and tried to connect tradition with modernity combining Street Art, Comics and Fantasy. My attraction to the Surreal led me to a search of style that mix every kind of techniques with my crazy ideas. In 25 years I worked with international companies in many fields like Illustrations, Comics, Cover art, Concept art, Design, Graphic, Card games, Advertising, etc…

3/ What kind of games do you like? Do you play Zombicide?

Usually I do not have so much time to devote to the game because I teach in two schools, so as a leisure between a lesson and a deadline delivery I prefer videogames for the speed of execution. But I tried Zombicide and was Awesome! And I feel very lucky to have joined it.

4/ How did you end up working with CMON? What do you do for them (or with them)?

With someone of them we already knew each other for a long time, but we did not have opportunity to work togheter. But the collaboration proposal took place at Lucca Comics & Games 2019 fair, when they came to my booth and ask me about the possibility of joining our forces on Zombicide 2.0. I really enjoy their products so I couldn’t say nothing than Yes! They ask me Illustrations for the Role Playing Game so I started throwing down ideas, then after a month they stop me to move on on concepts for 64 miniatures (Zombies and Survivors), as the kickstarter loomed.
I have been working constantly with them for a couple of years now and have returned to the illustrations of the R.P.G.

5/ What does Guillotine Games / CMON give as directions? How much freedom do you have regarding the (Zombicide) art?

For drawings I have a good dose of freedom, so for zombies they send me descriptions like: « a Cheerleader. » And if she’s a Runner, Walker or a Fatty.
I can choose the position and the acting of the character.
For the Survivors I can choose the position and clothing but they ask me specific weapons (CMON wants any kind of weapons to be realistic), and sometimes they ask me to make some similarities to actors or famous people.
For the illustrations instead they are more specific: where we are, who is going to act, if it’s day or night, how many zombies are there and in general the « mood » they like to have in that scene.

6/ Could you describe your process regarding Zombicide Survivors art?

If they got to be similar to someone actor or famous people I start searching a lot of references and usually watch a lot of movies with them acting just to have the real feeling about the character. Then I’ll start to sketching some dynamic poses and try to combine the weapon they ask me with the character. Then waiting for the approval and start a final lineart. I use to do that with traditional pencil, I started from there and I want to keep the freshness of things do it by hands and also want to keep an original art. After that I working on with digital flat colors, then shadows ,lights ,texturing and sometimes special effects!

7/ What was the 1st thing you created for Zombicide?

The really first where the sketches about the illustrations for the R.P.G which then stopped me. For the designs, I don’t remember, maybe the Butler.

8/ Anything yourself came up with by yourself and that you are very proud of?

You mean in the zombicide process?
Everytime I start thinking a character design or a scene and they come out well and functional.

9/ Which of your work is your favorite (without the « there can’t be one » joker answer)?

If you mean of the Zombicide designs I loved the « Singapore Lownmover » was so difficult to find specific references! And the « Chinese Lion Dancer » because I never drew it and it involved two zombies.
If you mean « my works » in general! I’m so proud of one of the projects of mine called Kustom Lolitaz that it’s an artbook where Pinups collides with HotRod Robots », in simple terms is like a women and engines but in a Futuristic Retrò.


10/ How would you describe one of your typical work day? week?

If I have lessons Im going to school for about 3, 6 or 9 hours for a few days in a week, then I come back and start working on stuff until I’m done.
Usually working better during the night, and I don’t keep track of the hours.
That can be a problem if I have lessons the day after!

11/ Do you currently have any Zombicide secret work in progress?

Yes, a couple of [super secret stuff] that will become part of the Zombicide universe but of which I cannot say anything yet… I can say that now I’m working to complete the illustrations of the R.P.G.

12/ What kind of zombie apocalypse survivor would you be?

Definitely a Tank, with heavy weapons and « berserker » instinct… Maybe crazy like some Mad Max character!

13/ Did you hear about our French Zombicide fan community?

Yes, it’s a huge thing! I’d like to humbly Thank you so much guys for the support, nothing happens without the Fans!

Catégories
English

Zombicide Classic : Lost Nightmares

01/06/2020 : This project started in our community 4 years ago, at early 2016. Initiated by the BoardGameGeek community then taken up by the Spanish community, the idea of recycling Zombivants as a tougher adversary took time to succeed. And yet, at the start of 2020, I am proud to present the result of all these reflections and tests from our community. Come face the Lost Nightmares!

Hugues, sliderman and Spayn were the real engines of this project which will have known a lot of doubt phase on the forum.

Catégories
English

Interview « MapEditor Contest »: Bryan Sharkey

Thanks for accepting this interview! So, you are Bryan Sharkey, the author of C56 « Smash and Grab ».

1/ Where are you from? Could you give us a quick word about you and how you fell into Zombicide?

I’m currently living in Seattle, though I’m from Missouri originally. That’s where I was first introduced to Zombicide as I had a friend (who is actually the trench coat Seeker from Angry Neighbors) that backed the first Kickstarter. I immediately fell in love with it after our first game, and thankfully he had ordered extra copies of everything so I was able to buy a set from him. From there the obsession only grew, haha!

Trench Coat Seeker, you meen Shawn ?

I was the one that took that picture, haha! We originally met locally to play Last Night On Earth, after that we became zombie friends. Once he brought Zombicide to the table, ha it was all over for me as no other game stood a chance for years to grab me like Zombicide did.

2/ Which Zombicide(s) do you own, play?

I own every Zombicide and currently am waiting for Invader to arrive! I’ve backed each Kickstarter since Season 2 and have shared my love of the franchise to countless people, it’s been a fantastic gateway game for non-board gamers I’ve found. Nothing is more fun than seeing strangers walk up to my table and gawk in awe at the board covered in zombie miniatures! I’ve pretty much been playing the Black Plague series exclusively since it came out. As much as I loved the modern series, there’s just something more alluring with the fantasy setting and cooler mechanics and designs of the baddies, such as the necromancers, deadeyes, dragons(!), orcs, and the wild arrange of abominations! I’m very much looking forward to trying Invader and am super pumped for 2nd Edition to get back into the classic modern setting!

3/ How did you worked your Mission out? How did you playtested it?

One of the most appealing aspects of Zombicide is the customizability the game offers to players. Unlike video games, I could easily create my own content, from new missions to my own houserules (that friendly fire rule was the first to go in my games). I started playing with all sorts of mission concepts and finally submitted my first design to the map contest, which was Smash and Grab. The concept was simple: what would happen if your bunker ran out of supplies? So the mission tasks you with braving the city as you hunt down supplies and get back to the shelter before the area becomes too infested with zombies. Since Zombicide is playable solo, I did all of the playtesting on my own as I could freely change anything on the fly. Some minor tweaks were made here and there, but after a few plays the mission felt solid enough to me to submit.

4/ Could you timeframe the different steps to the publishing?

The timeline was about a week from mission concept to submission, after that I didn’t hear anything until TWO YEARS later, haha! I don’t know what Guillotine Game’s process was for the mission selection, but I was definitely shocked at the time lapse, haha. I was a little bummed it was that mission actually as I had submitted better ones during those two years, but hey at least I got a win in!

5/ Did Guillotine rework anything?

Guillotine actually didn’t change anything aside from formatting the mission into their published format. Looking back I wish I was able to reformat some of the rules writing as it wasn’t the best at the time, considering it was my first submission, but c’est la vie!

6/ So now you won. How did it feel?

Oh man, I was floored and ecstatic when I got the email from Nicolas Raoult! I was also flabbergasted when I realized it was my Smash and Grab mission that won from two years prior and none of my better more recent ones I had made, haha. In the end it was the published part that was the best prize as I was also sent an Audrey figure pack (which I already owned from Season 3 Kickstarter) and Zombicide Compendium #1 (which I also already owned).

7/ Are you still motivated to win a second time?

I definitely haven’t been as motivated in creating custom maps for Black Plague as I was for Moderncide. I did make a two part mission involving a Lich King’s fortress that acted as a prequel to Green Horde, but I typically end up playing the core mission #3 « The Shepherds » as it’s probably my favorite for teaching new players. I’m not even sure if Guillotine Games still reviews player submitted maps as there haven’t been any contest winners since Black Plague came out. I can’t blame them as it’d be a near impossible task to review the countless submissions they must get given how popular the franchise has become over the years!

8/ Tips? Advice?

Haha, the only tips I can offer is the same as Guillotine: make your mission UNIQUE and FUN! Also make sure to playtest it A LOT, I’m definitely guilty of resubmitting two of my personal favorite designs a few times each as I would find little tweaks here and there the more I played the missions with my friends. Definitely be patient in that regard, it can separate an OK design from a GREAT design with the right amount of polish. Even then, you’ll probably have better ideas down the road for that same mission, it can never be perfect, haha!

9/ What do you think about other Missions? Any favourite?

I absolutely LOVE the ingenuity that other players have come up for their missions! My winning submission is nothing compared to some of the awesome winners I’ve seen online, with my favorite being a rather simple concept that’s incredibly fun and also added such a great concept to the franchise. That mission was « 300 », by Rafael Roca, is essentially a survival mission that requires you to kill 300 zombies on a 2×2 tile map. It’s a fun challenge and it introduced the concept of « Ultra Red Mode », which I believe Guillotine credited this mission for as an adopted mechanic moving forward. My other top favorite mission is « Day Zero », by Jeffrey Alley. I LOVE storytelling and what better way than a mission set right at the start of the zombie outbreak to get a glimpse of our hero’s civilian life at that moment? I hope Guillotine brings this mission officially into the 2nd Edition core box as it just makes the perfect intro story for the cast.

10/ What do you hope for, gaming-wise, CMON-wise or Zombicide-wise?

Well I’m definitely excited for the 2nd Edition of Zombicide to hit Kickstarter in the very near future! I already have my Teenage Mutant Ninja Turtles packs preordered with IDW, and Invader should be arriving very soon for myself, so I’m riding quite the Zombicide high right now, haha! There’s still also Evolution next year and the previously announced Night of the Living Dead and Zombicide RPG games that were announced last year! I am a bit bummed to see that the 2nd Edition Survivor ID cards are formatted differently from Black Plague and Invader, which means 2.0 and BP/Invader ID cards aren’t compatible between each other. In case you’re wondering, 2.0 has a landscape layout whereas BP/Invader have a portrait layout. Other than that, I still never achieved my ultimate aspiration of becoming an official Zombicide Survivor. This was such an amazing honor back for 1.0 and Season 2 backers, and I had actually saved up the money for that pledge tier for Season 3 only to find out Guillotine was no longer doing that. Maybe they might bring it back with the 2nd Edition Kickstarter? Whatever the case, I’ll still be hanging out in the comments and having a grand time with all of the returning Zombicide veterans as these campaigns are always a fun community reunion!

Thank you very much!

Catégories
English

Interview « Tile Artist »: Henning Ludvigsen

07/03/2018 : I see that you are credited as artist for their upcoming futuristic opus. Are you the one?

Yes, I’m the board tile artist behind their upcoming game.
There’s really not much I can talk about at the moment, unfortunately, at least not until after the game has released. 🙂

That is a date, then.

05/08/2018 : Is it too early yet?

I’m not sure what date they’re releasing the game, but I think it’s sometime next year, unfortunately.

And for your information; I don’t know anything about the game rules, I’ve only been involved with the art side of the game. 🙂

27/06/2019 : Zombicide Invader is getting closer as we write. Shall we resume our interview? ^^

Yeah, sure! Please let me know what you need from me and I’ll do my very best to accomodate you.

1/ First thing first: your personnal pop culture absolute reference ? And the one specific to zombie universes (if different)?

I can’t say I’ve got any specific or direct references that I’m referring to when doing my work. I would probably say that I’ve been influenced by tons of things throughout the years. I’m a massive geek and I love watching all kinds of TV series and movies which has probably coloured my take on my work today.
If I were to list my favorite zombie movies, it would be: Dawn of the dead (2004) and Shaun of the Dead.

2/ Could you present yourself in a few words?

I’m a Norwegian geek, currently working as the Art Director at « Rock Pocket Games« , ua medium sized computer game development studio that we’ve got running in the city of Tønsberg, Norway.
I’m also doing art for all kinds of board and card games for companies like: CMON, Fantasy Flight Games, Hasbro, Modiphius, Grimlord Games, Greenbrier Games, and many many others.
I’ve lost count on how many games I’ve contributed to so far, but I do know that it’s more than 200 if we count expansions.

2a/ Being Norwegian, are you the model for Invader’s Survivor « Magnus » ?

I was happily surprised to see my little country being represented in the game through Magnus. I’ve got nothing to do with him, unfortunately. But, he does look like someone you’d like to have with you in times of trouble, or at a rowdy pub.

3/ What kind of games do you like? Do you play Zombicide?

Even though I’ve worked on tons of games, but I’ve probably only had time to play a handful of them. My main challenge is finding spare time, as my days and evenings are usually fully booked with work.
I have, however, played “Dead of Winter” quite a bit, and find “Roborally” and “Betrayal at house on the Hill” quite fun to play in party settings, as it doesn’t require too much time. They are easy to get in to considering that most of our friends are not that into games as we are. I guess I’m into less complex games.
I used to play a lot of pen and paper roleplaying games back in the days.

It’s embarrassing to admit, but I’ve never played any Zombicide games yet. But as mentioned above; I’ve only had time to play a handful of the games I’ve contributed to.

4/ How did you end up working with CMON? What do you do for them (or with them)?

If I remember correctly, I was contacted by Eric Lang a few years back and was commissioned to do the board-art for Bloodborne. Since then I’ve simply kept on working for CMON, and they keep trusting me to contribute to the most awesome projects. It’s an absolutely amazing group of people and I’m very lucky to have the opportunity to work with them.

5/ What does Guillotine Games / CMON give as directions? How much freedom do you have regarding the (Zombicide) tiles?

I get a lot of freedom, and even though most of the tiles has established gameplay elements that I need to take into consideration, how I solve that is pretty much up to me. They know my style and pretty much know what to expect from my work, I believe. For tile based projects I usually start with one tile that I send over for approval before taking on the remaining ones. They usually trust me with delivering according to their expectations. If I’m stuck with anything, they are always very helpful and know what information to give me to put me back on track.

6/ There is an impressive video describing Bloodborne tiles making-of. Could you describe your process regarding Zombicide ones?

The process for the Zombicide tiles were fairly similar to the Bloodborne ones, but the grounds were less rendered and required more 2D painting work. It’s just so much more efficient to work in 3D for the base elements on tile based sets that needs to seamlessly fit together. It also saves time, as these games tend to have A LOT of tiles needing to be done.

So, to break things down:

  1. I usually first start off by creating props that I know will commonly used throughout the game, along with wall and door modules that needs to have a very specific standard in measures so that it’s efficient to create the tiles based on this later.
  2. Then I start creating the tiles based on the lay-out I’ve gotten from CMON; setting up the walls, and all the belonging props, etc. Here I’m trying to populate every area as detailed as possible and making sure each of the spaces makes sense according to their descriptions or simply looking logical. I love creating locations that somewhat makes sense. Adding props that tells a story and helps making the environments seem alive and seem believable.
  3. The last thing I do in 3D is adding light. I’ve always been considering light and shadows as being a major part in making something look believable and add the right mood.
  4. Then I render each tile in many passes; with and without textures, ambient occlusion, reflections, glass, masks, etc.
  5. In Photoshop I combine all of these rendered passes and adjusts them accordingly as needed.
  6. Next I usually work on the floors, adding the textures needed for each area.
  7. The last thing I do is usually adding dirt, grime, slime, blood, or whatever is needed before going over adding emissives and glowing elements look good.

6a/ What was the 1st prop you created for Invader?

Je ne m’en souviens pas exactement, mais je me souviens avoir travaillé les extérieurs pour la première dalle test. J’en déduis que l’angle de mur capitonné fut le premier truc créé de mon côté.

6b/ C’est peut être une ébauche ou un brouillon, n’empêche que ça ressort très détaillé. Bravo ! Je ne peux m’empêcher de demander si certains de ces accessoires 3D servent en illustration d’équipement ou pour les sculptures 3D de figurine ?

My work is not being used for any 3d sculpts of minis. CMON, especially are only using real traditional sculptors for all of their minis. None of my other clients have used any of my work for any physical 3D sculpts or printer either. 🙂

7/ Anything yourself came up with and that you are very proud of? What part of the tiles makes you proudest of?

JI’m usually never fully happy with my work, and time is always of the essence. So, it’s mostly about working efficiently and reaching a good enough result, and of course making sure my clients happy with my work. I’m always aware of things that I could have solved better or done differently, but I’m also aware that I’m probably the only one who would notice or know about it. I’m also pretty good at calling my work “done” at the right time, and not lingering or fiddling with any of the assets for too long, which I know many artists may seem to have difficulties doing.

8/ Which of your work is your favourite (without the « there can’t be » card)?

It’s hard to pick any favorite projects, but from the CMON games each of them has their own thing and identities. I do, however, enjoy sci-fi, so both Zombicide Invader and Project E.L.I.T.E were projects that I felt went fairly “easy” and were very much enjoyable working on. I’ve also got tons of fun working on Bloodborne, even though it’s in a very different genre.

Counting any other games made by other developers; I did enjoy a lot working on Mansions of Madness (Fantasy Flight Games) as I really love the combination of Lovecraftian settings combined with exploring a big mansion. I also had great fun making the board for Big Trouble in Little China (Everything Epic), simply because I’m a huge fan of the movie, and loved staying true to and recreating all of the locations. The same goes for Star Wars – Imperial Assault (Fantasy Flight Games), where I need to recreate known locations from the movies and still keeping them within the boundaries and limitations of the tile game design lay-out.

9/ How would you describe one of your typical work day? week?

I usually work full days at our computer game studio; Rock Pocket Games, where we’re creating games for PC, consoles, and handheld platforms. We’re currently working on the final stretch of our Lovecraftian sci-fi horror game; Moons of Madness, which is planned to release Halloween 2019.
When I get home, I usually relax a bit and have something to eat before going up into my home office and start working on my board game projects. I’m usually also working on board games during weekends.

10/ Do you currently have any Zombicide secret work in progress?

No! Yes! Definitely maybe! 😉

11/ What kind of zombie apocalypse survivor would you be?

Honestly; I highly doubt I’d be a survivor at all as I’m not a very “outdoorsy type”, but if I somehow made it without being zombified, I would probably be one of those careful and fairly prepared guys that are good at avoiding trouble by creating the perfectly hidden nerdy hideout filled with old arcades, retro games, and access to beer.

12/ Did you hear about our French Zombicide fan community?

I can’t say I’m familiar with any familiar fan communities at all, but it sounds like such a cool thing to have a community with shared interests where you can share experiences from play-throughs and follow new and upcoming products together.

Any last word?

Thank you SO much for the interview. It’s not often the board or tile artists gets to share their side of the creation side of a game. The only developer who’s actively doing this is CMON, which is both scary, yet much appreciated and fun at the same time.

Happy gaming!

Catégories
English

Interview « Zombicide RPG »: Francesco Nepitello

10/01/2018: As requested, I send you the questions. Please understand we are a community about the actual games of Zombicide, all three branches (including the upcoming futuristic one), and only a few of us has an roleplaying (rpg) background and/or an actual rpg interest.

One of our design goals is to make people like you discover the fun of playing roleplaying games!

The answers are given by me also on behalf of my codesigner Marco Maggi.

Please take into consideration that the game is still in development, and thus that things may change.

Nonetheless, the news of a Zombicide: rpg in the classic (modern) setting is huge. I also send all my congratulations to you and your partner/team about this!!

Many thanks! We’re thrilled to be involved in this ride.

1/ A classic of ours: your personnal pop culture absolute reference ? And the one specific to zombie universes (if different)?

At least half of our gaming career is tied to the works of JRR Tolkien: so, my main reference is The Lord of the Rings without a doubt. I encountered zombies with Night of the Living Dead by George Romero, but now I just love Zombieland…

2/ What kind of games do you like? Do you play Zombicide (the boardgame), and – If yes – which one(s)?

We play both Zombicide modern and Black Plague (with expansions). We have yet to play Green Horde.

3/ A bit more about yourself, in a few words; and how you ended working in the rpg world, and then with the Zombicide franchise?

Our first published game was a roleplaying game, Lex Arcana, a design that coincidentally is being redeveloped for an English language edition. But our most important rpg design is The One Ring, the Lord of the Rings roleplaying game, currently published by Cubicle 7. It was the success of The One Ring, and that of several other boardgames that me and Marco designed, that got the attention of David Preti, creative director for CMON.

4/ What does it mean to be a game designer, and more specifically for an rpg?

Bright side: you do what you love. Negative side: playing a game will always feel like work! 😀

Jokes aside, I love designing roleplaying games because they are the best kind of thematic game there is. Every rule must serve the theme of the game, and favour immersion. This requires to study a theme in depth, to find what elements are most important to convey the mood.

5/ How would you describe a typical work day for you? A typical week?

During school year, I wake up to bring my daughter to school. After that, it’s either one hour at the gym or straight to work. Then I work for about eight hours, trying to focus on at least two different gaming projects in the same day. During summer, the only difference is that I don’t bring my daughter to school, and going to the gym is way harder… (too hot!).

6/ What was the starting point of the Zombicide rpg?

Zombicide the boardgame, of course. We studied the theme of the game and its gameplay, trying to summarize what made the optimal Zombicide experience from the perspective of a player.

7/ Will we have to be lawful good, or chaotic evil?

This will be up to you! But be careful, because tensions in a group of Survivors with different views can turn you into Zombie food very fast…

8/ What sort of dice will be used? Also, the news article spoke of special dice. What about them? Will they be 6-faced? What sort of material will be used?

In our current iteration of the rules the players will be able to use the same special dice used for Zombicide the boardgame (those with Molotovs and Zombieheads in place of the 6s and 1s), employing a very flexible game system that we are sure will be easily picked up by new players and surprise veteran roleplayers too. The characteristics of the special dice are secret, as we’re still developing their mechanics. Suffice to say that one set is used exclusively by the gamemaster (the Zombidice), while other special dice are used in connection with special abilities, superior gear, etc.

9/ How different will the boardgame be from the rpg? Will they interact?

ZRPG is a separate game from the boardgame. This said, we will explore possibilities of interaction between the two game lines when the various production possibilities will be discussed with CMON.

10/ Could we use some material from the boardgame (mini, stats, skills, equipment, tiles, etc), or vice-versa?

ZRPG is a roleplaying game, so it can be played just with paper, pencils and dice, but one of the features of our design is that if you have a nice collection of Zombicide boardgame materials (and you surely do) you will put them to very good use with the rpg… 😉

11/ Will there be room for custom creations?

Roleplaying games are all about custom creations… so, definitely yes!

12/ Did you kept the not-so-serious tone from the classic (modern) Zombicide?

Another solid yes. The world of ZRPG is our world, gone cannibalistic, undead-crazy, and you must be a little crazy to be a successful Survivor in such a world!

13/ What are the main differences between Zombicide and other zombie-themed RPGs (Z-Corps, Friday Night’s Zombi, All Flesh Must Be Eaten, Zombies, etc)?

We think that Zombicide adds its own, unique and zany twist to the Zombie theme, and we are really pushing to preserve that in our design.

14/ Will there be a bit of background explanation? Will there be Zombivors?

Sorry, you’re now touching a classified subject… you’ll need a higher clearance to get an answer. Please try again in a couple of months… 🙂

15/ Where are Crazy Ned’s keys?

You will be able to help him to find them when your Survivors will meet him in the game…

16/ What kind of survivor would you be?

Character creation in ZRPG allows you to play a Survivor from the boardgame, one modeled after an existing Survivor, or your own customized creation. If you choose the latter, the rules will enable you to create a Survivor that fits perfectly the world of Zombicide.

Thank you for your time (and your work!)

Thank you for your interest and enthusiasm!
Could we settle for the answers I got you (…).
Thank you for your understanding! We have a Kickstarter going on right now for another game (Lex Arcana), and getting together stuff for Zombicide rpg to show some stuff to the company in November!

01/08/2019:

We started working with the graphics guys at CMON and things are moving along.

Catégories
English

Interview « Fan Artiste »: Zombicide: Bitez

Sorry it took so long dude…

1/ Where are you from?

I live in a little town in Somerset UK.

2/ Could you present yourself in a few words? And your favourite Zombie reference?

I’m an artist through and through. I’m an illustrator by trade so I am always looking for a creative outlet. An addiction to board games has helped with that, although it hasn’t helped the bank balance.

3/ Could you give us a quick word about you and how you fell into Zombicide?

I knew nothing about Zombicide until my best friend told me I had to play this awesome zombie game with him as his wife had had her fill of obliging.

4/ You are very active on Facebook, can you present us your different accounts?

Well I have my personal account @NeilRumary and I have my Zombicide: Bitez page, but I work more on Instagram @fizzybat.

5/ You make all sort of zombicide custom material. Which kind is your favourite? Which specific one of yours are you proudest of? (And why for both)

My favourite things to make are the equipment cards as they are the easiest to print and use in the game. The cards tend to be produced using stock images I find online, and clipart for the icons. I do try and customise a lot of the weapons with extra flourishes to make them unique, but really I just make them to add variety to the game.

But I would say I’m most proud of the Stadium Tile set I made. The tiles I like because that was all drawn from scratch pretty much. Obviously, a few weapons details and textures are from stock images but all the little logos, graffiti etc. are mine.

6/ How did you worked your tiles? And did you play tested them?

already had an idea for a stadium set but I got great inspiration from playing a custom mission called « The Hotel From Hell » that I found on BoardGameGeek.com

I also had plans to expand he tiles to make the stadium longer. There is a mock up on my computer for a larger basketball stadium and a football stadium.

I have yet to play test the tiles, but I have a few ideas how they would interact with existing tiles.

ED: Stadium tiles custom rules can be found on BoardGameGeek.

7/ Do you worked on your dedicated Missions?

Unfortunately, time is a factor for creating these. I have a list of ideas for missions for the stadium and existing tiles. I also have notes on how a multi-story building or skyscraper could be added.

Me and my friend have played a few games with all of the original tiles and all the expansions, plus all my custom cards and custom characters. That can get quite epic and does involve some off the cuff, house rules being made up.

8/ What is your favourite Mission, and why?

I love the « The Hotel From Hell » mission I mentioned earlier, any level when claustrophobia becomes factor in a mission is great. It’s always fun fighting your way out of a corner until your bones are drenched in the blood of the undead.

9/ Do you currently have any zombicide secret WIP?

I’ve been drawn back into it very recently, but I do get the sense there will be a few new things coming to my page shortly. I had some really cool ideas about using stair wells and elevator shafts to create multi story games in skyscrapers. I might also revisit my weather and event cards, I left that idea half stared, so there are still a few kinks to work out.

10/ Did you hear about our French Zombicide Fan Site?

I have seen it yes, I also follow the Zombicide Fanatics page.

Catégories
English

Easter Eggs Vault artifacts

Catégories
English

Lucian Talbot and Werewolves

Since the discovery of the biographies of Gregoire and Piper and the theme of Wulfsburg, we knew that werewolves existed in the universe of Zombicide: Black Plague but we had never crossed in « real ».

On an impulse of XofMdS, the Fan Site community has therefore thought about a concept of personalized rules to introduce a werewolf in your games and the card was made by Wawan . Today I proudly share the result.

During the game, one of your Survivors has a small chance to become a Werewolf, losing his equipment during the transformation but benefiting from powerful skills in exchange.

Lucian Talbot is a « classic » Survivor created to dress up the back of the Werewolf card ID.

Ideally, you can use the werewolf figurine from Massive Darkness to represent your werewolf.

Catégories
English

Fan-Extension : In Tenebris Sanctuary & In Tenebris Silvae (English)

06/11/2017 : Rulebook update, we change the Swampy Zones rules : ITS Rulebook English v1.2

31/10/2017 : Impressive work of Wawan, 26 new Tiles for Black Plague.

In Tenebris Sanctuary Tiles:

Black Plague transition Tiles:

In Tenebris Silvae Tiles:

Each In Tenebris Sanctuary Tiles also has a grid on the floor of a Street Zone that can be used as a modern manhole, a point of rule for which Garesh has made Zombie Cards.

« Manhole » Zombie Cards