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By Alexander Seropian
[Author's Bio]

Gamasutra

August 11, 2006

Postmortem: Wideload Games' Stubbs the Zombie

INTRODUCTION
Commandments
Dev Theory

WHAT WENT RIGHT
arrowrightPart One
arrowrightPart Two

WHAT WENT WRONG
arrowrightPart One
arrowrightPart Two

CONCLUSION
arrowrightExperimenting Zombies

 



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Features

Postmortem:
Wideload Games' Stubbs the Zombie
(Page 7/7)
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Experimenting Zombies

Throughout the development of Stubbs, I received lots of calls from industry friends who asked me, “How goes the experiment?” Stubbs was released for Halloween and has gotten some solid reviews. Wideload survived the process and will strike again.
Pragmatically speaking, the experiment has been a resounding success. Adhering to our commandments resulted in an original game that has succeeded in large part because we had the freedom to take risks. Had we done things the old-fashioned way, where the publisher has all the leverage, our lovable undead anti-hero might have met a tragic end at the hands of a focus group.

That said, I wear new battle scars and have tattooed new lessons to the back of my hand so as to never forget. For anyone hoping to follow our blazing trail, or at least learn something from our foibles and fables, I hope this article helps.

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