| What choices do you make when the world goes to hell? Step into the shoes of Darrel Dixon as you fight to survive both the dead and the living.|
Making FX for the Walking Dead I focused on the little things that add credence to the world- dripping faucets someone hadn’t completely turned off, swarms of flies as the trash and bodies pile up, buzzards circling overhead. These are the small details that sell a reality overrun by reanimated Walkers, where anything could happen happen as you fight for your survival and make the undead feel as much like unnatural interlopers as in the show & underlining the surreality of player’s situation.
There was still plenty of opportunity to create explosions, fire, rain, fog, smoke, sparks, & tons of insect life, but I’m especially proud of the grasshopper FX.
Growing up exploring & fishing in back country very similar to that in Walking Dead, grasshoppers suddenly jumping in the player’s face felt like a natural element to add that could be used to startle the unsuspecting player without feeling cheesy like early 3D ‘gotchas’. I was bold – I asked my FX lead with 10 years of game experience to allow me a couple of hours to mock something up.
If I couldn’t get it by the end of my lunch break then I’d agree with his assessment it couldn’t be done convincingly & owe him lunch. But by spawning a 3D actor with a rotating short lived FX attached to it & a shifted pivot, I’d managed to create a grasshopper with fluttering wings that jumped through the tall grass of our game. I’d gotten it right. It was later when reading articles & forum posts mentioning being startled by the unassuming insects that I knew I’d gotten it perfect.
Developer: Terminal Reality