When I say the most personalized, the idea that you can customize your character, choose your loadouts and equipment. Taking Zombies as an example, when I say it’s the most social, obviously the number of maps, the number of stories, the amount of emergent behavior that can come from those different scenarios. All the decisions around all the aspects of the game were guided by that goal. GamesBeat: How would you say you approached this Zombies at the outset?īlundell: This time, it really stemmed from the mentality of the whole project, which is one of the most socially connected, most customizable and deep games - now, it sounds like a tagline, but that’s the place we started from. GamesBeat: Is it three years you’ve been working on this?īlundell: I’ve worked at Treyarch for 15 years, and this is a three-year project. Jason Blundell: I’m director of Zombies, and for my sins I’m executive producer as well. GamesBeat: What was your position on Zombies this time out?
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