Full Transcript

·YouTLDR

Massive Map Updates Revealed In Exclusive Project Zomboid Dev Interview!

39:40EnglishTranscribed Jul 28, 2026
0:05

Okay. [music] So, to start this

0:06

interview off, uh, can you please go

0:08

ahead and introduce yourself to

0:10

everybody watching and give us a brief

0:12

overview of your job of the Indie Stone?

0:15

>> Yes. So, my name is Eton. I'm the art

0:18

director of Project Zomboid. My job is

0:20

to make sure that the game retains uh

0:23

its distinctive visual identity and to

0:26

expand it both in terms of quantity. So

0:29

more of the same and also in terms of

0:31

quality. So more of the same but better

0:33

stuff. My job also consists in finding

0:36

the right artist that will be able to

0:38

realize that vision. Um obviously to

0:40

train them also to help them align

0:42

because when you have like a group of

0:43

artists working together you really need

0:45

them to speak the same language in a

0:48

sense. But plainly speaking, I supervise

0:50

the 3D, the 2D [music] assets, also the

0:53

environmental design, the animation, the

0:55

UI, videos, anything visual really is

0:57

under my supervision and I also

1:00

contribute uh directly in all those

1:02

fields in some capacity in general to

1:05

create target quality assets. [music]

1:07

>> Brilliant. Okay. And can you tell us a

1:09

bit more about your experience in the

1:12

games industry and how you actually came

1:14

to work on projects on boys?

1:16

>> Yeah, so it's going to be quite fast.

1:18

Uh, Project Zombo 8 is my first game.

1:21

Uh,

1:21

>> okay.

1:22

>> Before that, uh, I've been working on

1:24

Project Zombo 8 for five or six years as

1:26

an official developer. And before that,

1:28

I was a model for a bit more than 3

1:30

years. So, I worked on a map called

1:32

Sherbor. I also worked on the boat mod

1:35

called Aquatar. I collaborated with

1:38

Ibros and Atheran who is now like

1:41

another like official developer of

1:43

Indistor. uh but prior to this I work in

1:46

the film and video industry in different

1:48

capacities. So I have worked as a

1:50

director, an editor, writer, VFX

1:52

supervisor, even the first assistant uh

1:55

mostly in advertising, documentaries, a

1:58

little bit in fiction as well. But at

2:00

TIS precisely, I was first hired as a

2:02

mapper and then I got promoted as a

2:04

project art director and now I am main

2:07

art director.

2:08

>> Fantastic. I I have to say as well just

2:11

Sherborg was like an absolutely

2:13

fantastic map. It was really cool to I

2:16

remember playing it on back on build 41

2:18

and thinking like wow it's really cool

2:20

to see something like so different to

2:23

the vanilla style map. It was really

2:25

just a completely different feel

2:27

entirely.

2:28

>> I really appreciate that. My only pain

2:30

in in this whole shoo mode story is that

2:34

I could not finish it because I was

2:36

hired to work on the vanilla map. But uh

2:38

there might there is some interest in

2:40

the community to carry on the this work.

2:43

So all hope is not uh yeah there is

2:47

still hope.

2:47

>> Okay, brilliant. I'll I'll keep tabs on

2:50

that. Definitely let me know if it comes

2:51

to fruition because I think a lot of

2:53

people will be interested in uh playing

2:56

that classic. So with the release of

2:59

build 42, we saw a pretty big overhaul

3:02

to the existing mold draw area. Are

3:06

there any plans right now to give other

3:08

parts of the map a similar makeover

3:10

experience?

3:12

>> Yeah, so when we [music] released B42

3:14

Unstable, um my goal was to to test the

3:18

water to see how the player base would

3:20

react to bringing like a higher level of

3:22

quality in terms of details um and if it

3:27

would be deployable across the entire

3:28

map. So I used the south of Mjo as a

3:31

testing ground. I mean, notably the

3:33

police station, the rusty rifle bar, the

3:35

the school of the church were the the

3:37

places I really like added details and

3:40

tried to make it much more alive and the

3:43

reaction was overwhelmingly positive. So

3:46

based on that, I devised the plan to

3:48

hire the right people and the right

3:50

amount of them to convert the rest of

3:52

the map. So right now it's the first leg

3:55

of this glow up, let's say.

3:57

>> Okay. Um but we have revamped Rosewood,

4:00

Riverside, West Point, Faras Lake, Monro

4:03

and Eron. The rest of the the towns like

4:06

Brandon, Irvington or the the lake

4:08

region and obviously Reville will be

4:12

revamped as well, but this is like a

4:14

first step towards that.

4:16

>> Okay, fantastic. That's really good to

4:18

hear and I think a lot of people will be

4:20

very very excited to explore some of

4:23

those locations once they get um

4:25

overhauled. So, thank you for for

4:26

sharing your plans on that. It wasn't

4:28

just a glow up to the existing map

4:30

spaces that we saw with build 42. We

4:32

also got several new towns like the ones

4:35

you mentioned, Brandenburg and

4:37

Irvington. What made the team decide to

4:39

expand out to the western reaches of the

4:43

playable map space?

4:44

>> Well, before jumping on that question,

4:46

would you would you mind if I explain a

4:48

bit the the vision of how the the what

4:51

the glowup intends to do for the

4:52

players? Would that be

4:54

>> Sure. Absolutely. Yeah.

4:55

>> So there is like three core uh ideas

4:58

that um we we try to follow during the

5:01

glow up. So the first one is to for lack

5:04

of a better word to abolish copy pasta

5:07

to to make sure each building is treated

5:09

individually which means that you know

5:11

like every building, every yard, every

5:13

parking lot will have like a different

5:15

configuration and provide a different

5:17

set of advantages or weaknesses. the the

5:20

us the usual configuration of every uh

5:24

house lot in the game would be you have

5:26

like a main house, you have some sort of

5:28

a garage and you have like a certain

5:30

level of fencing around it. Now it's

5:32

completely different. like you're going

5:33

to find like every time you're going to

5:35

go to a house, you're going to find that

5:38

uh maybe you have a basement there.

5:40

Maybe the basement can be accessed from

5:41

the outside or maybe uh behind the house

5:45

there is some sort of like a a dead zone

5:48

which I'm going to come back to just a

5:50

bit later. When you play the game after

5:52

the glow up, you could stay in like a

5:54

really small location and not be bored

5:57

in any ways and still find [music] new

6:00

things to do. So really like being very

6:02

specific about each building to to be

6:04

honest like naming the streets goes in

6:07

that direction. We want every house to

6:09

be a [music] place that people can

6:11

identify and come back to which is going

6:13

to make the project zom geoger much

6:16

easier in the future. I know you did a

6:19

video about that.

6:20

>> I did. Yeah, that was a lot of fun

6:21

actually. And I think it's really cool

6:23

that you touched on the street names as

6:25

well because like not only does it make

6:27

things like Geogesser much easier and

6:30

give it more personality, but it also

6:33

serves to actually let people know where

6:36

they are so that they can communicate

6:38

with their friends in co-op and

6:40

multiplayer and sort of tell them like,

6:41

oh, I'm on this street and this is where

6:43

I am right now.

6:44

>> Exactly. Yeah. The the second core is in

6:46

the same line. needs to to make sure

6:48

that each POI when I mean POI I mean

6:50

like it can be an entire town or it can

6:52

be like Dixie or places like that.

6:55

>> Mhm.

6:55

>> We want to make sure they all have their

6:57

own flare and be identifiable like just

7:00

at glance. So for instance, Riverside is

7:03

now represented as a rich town a [music]

7:05

bit in the style of the Hamptons while

7:08

West Point is more like a blue color

7:10

town and is more like a residential

7:12

sprout of an industrial complex nearby

7:15

like the the AMZ steel factory.

7:18

>> Yeah. And Mro is more like [music] your

7:20

typical side of the highway kind of

7:23

mushroom town. So that that would be the

7:25

second point. But the the third point is

7:27

[music] we wanted to make sure we spend

7:29

as much time on buildings and main POIs

7:31

as we do uh on what I call dead zones.

7:34

So for me a dead zone is going to be the

7:37

area behind a backyard or like a parking

7:40

lot and you know on the side of a liquor

7:43

store. And instead of just having like a

7:45

patch of [music] grass, you would have

7:47

like uh maybe some abandoned furniture,

7:50

you know, out in the open and maybe some

7:52

beers and things like that which would

7:54

represent like life happening before the

7:58

apocalypse where maybe teenagers would

8:00

be like smuggling beers from the liquor

8:02

store and you know getting drunk and I

8:04

think this is like really important like

8:06

to give consistency in the connective

8:08

tissue in between those POIs if that

8:10

makes sense.

8:11

>> Yeah. Yeah. Absolutely. And it's

8:13

environmental storytelling too, right?

8:15

Like it will it those little things like

8:17

you mentioned like the [music] the

8:19

bottles outside of a liquor store like

8:20

how back on the grass like you know it

8:23

does tell you that kind of story like oh

8:25

someone was out here they were having a

8:27

good time they were partying like you

8:29

know and that kind of environmental

8:30

storytelling I think would go really

8:32

well with project zomboid and there is

8:35

some of it already in like for example

8:38

we take the um oh it's the farmstead

8:42

with it's got like the prison cells

8:44

underneath it with the the blood in the

8:47

pen and everything like

8:49

>> Yeah, there's a really really cool um

8:51

example of that, but I definitely feel

8:53

that those like you say those dead zones

8:55

could benefit from similar things.

8:56

>> Yeah, you you you can expect the entire

8:59

map to receive the same treatment. And

9:01

so any building you will go in will have

9:04

some sort of a handmade um curation, you

9:08

know, like you it's going to have its

9:09

own style, its own story, and sometimes

9:12

like the cult form, maybe some mysteries

9:15

[music] as well. Yeah.

9:16

>> Okay. Brilliant. Thank you very much.

9:18

So, if you're if you're happy now, we're

9:20

going to move on to that uh that other

9:23

question, which was just just as a quick

9:24

reminder, was what made the team decide

9:28

to expand out to the western reaches of

9:30

the playable map area?

9:32

>> Yes. So the main reason was that uh with

9:34

the introduction of vehicles I I have no

9:37

I I could not tell you on which guild it

9:40

was but that was a while a while ago at

9:42

this point. Uh it was uh it was clear

9:45

that one of the high points of PZ was to

9:48

plan long trips. So you would find the

9:50

car, you would try to fix it to some

9:52

extent and you would fill the trunk and

9:54

maybe the seats with [music] food tools

9:57

or whatever in order to move from where

9:59

you are. I think this uh semi-nomadic

10:02

style is essential to the survival you

10:05

know jaw of games. So the the western

10:09

expansion was to give objective to the

10:12

players to [music] visit other play

10:14

other places but also in case they have

10:17

to excise themselves from a place you

10:20

know whether like they they burned their

10:22

house or there was there were too many

10:23

zombies or they got attacked by other

10:25

players in multiplayer. You want you

10:28

want them to be able to make long

10:31

long-term plans and and so make the

10:33

mistakes that come with that if that

10:35

makes sense.

10:36

>> Yeah. Yeah. Absolutely. And I I I really

10:39

like the focus on the nomatic play style

10:41

as well because like it I think it's so

10:43

many people's like favorite way to play

10:45

is to get set up in a town and then go

10:49

like you say go on that long journey, go

10:50

on that adventure and some of the best

10:52

stories come from things like that. So,

10:54

it's really cool to hear that the team

10:55

are supporting that kind of play style.

10:58

>> Yeah. And also like because we have

11:00

started distributing resources a bit

11:02

more like you're not going to find

11:04

everything everywhere. Well, it depends

11:06

on which town and it's going to change

11:08

in the future. But we we want players to

11:10

be incentivized to go from one place to

11:12

another if they want to develop their

11:14

their skill set or their crafting

11:16

abilities. [music] So for instance,

11:18

right now if you go to rest point you're

11:20

going to find more fishing gears that

11:22

you're probably not going to be able to

11:24

find in Mulro. I mean you might find

11:26

that in some garages or like yeah places

11:29

like that but you you will be more

11:31

likely to find that in West Point for

11:32

instance.

11:33

>> Sure. Yeah. Fantastic. So do you feel

11:36

that all of those new locations have fit

11:40

nicely into Project Zomboy's world or

11:42

are there still some tweaks that [music]

11:44

the team wants to make to them?

11:46

>> Yeah. So the the there are some areas

11:49

that we made in the early days of B42

11:51

that feel a bit uh disjointed from the

11:54

rest of the map at the moment. So this

11:56

has been the product of expanding in a

11:59

way [music] where the direction the art

12:00

direction was not entirely clear and

12:03

also you have to take in account the

12:06

fact that B41 was such a hu a huge

12:08

success for us that [music] we could

12:10

also like have more ambition and we

12:12

could be a bit more bold in the approach

12:15

uh of the the map making. So over the

12:18

last year we have course corrected quite

12:20

a [music] bit and then we should have

12:22

like a much more consistent development

12:23

of the map. Like something I really

12:25

don't want is to end up with like an

12:28

amusement park type of map where the

12:30

player would be you know it would be

12:32

pushed to go to a location just to do I

12:35

don't know blacksmithing for instance.

12:37

>> Yeah.

12:37

>> So this is still an ongoing discussion

12:39

but you can expect some of those

12:41

locations to be either [music]

12:43

better integrated or revised entirely.

12:47

Okay, fantastic. So, we've got some some

12:49

changes planned ahead of us. That's

12:51

really cool. I'm sure there's stuff to

12:53

look forward to. So, I have to ask about

12:55

Louisville now because it's currently

12:58

the only location in Project Zomboid

13:01

without underground spaces. [music]

13:04

Now, we've been teased with big plans in

13:06

former blog posts, but what can you tell

13:08

us about what's coming for Project

13:10

Zomboy's big city? [music]

13:12

>> Yes. So this is a bit of a touchy

13:15

subject but

13:16

>> in essentially so we will receive very

13:19

significant changes in the future and

13:22

obviously most of which are too early to

13:23

discuss now but one thing I can confirm

13:26

is that we will amongst other things

13:28

develop a system because it's it's

13:31

clearly something that the players would

13:33

really like appreciate like having the

13:35

ability to to reach an area. It it would

13:39

be true also of rooftops

13:41

>> like we something we have developed with

13:43

the glow up is the ability to go from

13:46

rooftop to another right now it's still

13:48

a bit clunky because we are still

13:50

missing the ladder mechanic will come at

13:52

some point

13:54

>> but yeah in general I mean to come back

13:57

to Louisville

13:59

will feel much more like a big American

14:01

city and be much closer to real life

14:04

again I I I don't want to to spoil

14:06

anything just yet um But when Louisville

14:09

was first developed, it was again before

14:11

the success of B41 and some decisions

14:14

that were made uh at the time they don't

14:17

relate to the ambition we want to have

14:20

now.

14:20

>> Okay.

14:21

>> So yeah, there will be a lot of uh a lot

14:24

of changes on William. Oh,

14:26

>> okay. Brilliant. And I appreciate you

14:28

giving us some insight into that. I

14:29

really like the the concept of a sewer

14:33

system, particularly with a city like

14:35

Louisville, because you [music] know,

14:36

Louisville is so busy. Louisville's got

14:38

so many zeds wandering through it as as

14:41

a city is [music] expected to have. But

14:44

having an alternative method of travel

14:46

that might be a little little bit

14:48

easier, but also come with its own

14:50

difficulties like a sewer system would

14:53

be really really interesting to see. So,

14:55

I'm I'm excited to to see how that

14:57

manifests in the in the game world.

14:59

[music]

14:59

>> Yeah, I think it would allow the players

15:02

to um travel across we in a much easier

15:06

way, but with the the risk of opening,

15:09

you know, the sewer gate and finding

15:11

like a horde of zombies. So, it would be

15:13

like easier to travel, but probably with

15:16

a higher risk involved.

15:18

>> Yeah, absolutely. It will be interesting

15:19

to see how how it comes to fruition. But

15:22

Project Zomboid has always had a very

15:25

close connection to its modding scene

15:28

and some have even been hired by the

15:30

Indie Stone directly like yourself and

15:32

Aateron. Are there any map modders that

15:34

we might know currently working with you

15:37

on the team?

15:38

>> Yeah, we we made an announcement uh like

15:41

a few months ago on the newcomers of the

15:44

team. Um three of them you might know.

15:48

Uh like you have Melo who has made the

15:51

map short rest and also the Oazis if I'm

15:55

not mistaken. Yeah, like he also made

15:57

quite a lot of custom tiles and his tie

16:00

pack is integrated in many uh many

16:02

modded [music] map. We also have Erica

16:04

who did Telesville and also she did a

16:07

bunch of custom tiles. Dylan who did a

16:10

version of Acron prior to the vanilla

16:12

one, Grape Seed, Pit Stop and Blackwood.

16:15

And finally, we have Alukin who has a he

16:19

has a different profile as the three

16:20

others. Uh he was not a mapper portrayed

16:23

originally. Um and he's like um [music]

16:26

a talented 3D and 2D artist. So he can

16:29

help us cover different aspects of the

16:30

map and time making. I'm really really

16:32

glad to have them with us like they are

16:35

extremely talented and they they have

16:37

all of them are self taught. So, you

16:39

know, having them around and having them

16:42

deploy the quality [music]

16:44

uh across the whole map is like

16:46

fantastic to see. Like it's like seeing,

16:48

you know, you feel a bit like uh like,

16:50

you know, you're giving some directions

16:52

and then they are making it even better

16:54

than what you envisioned. And I mean,

16:56

it's the best situation you can be in.

16:58

>> Yeah. Fantastic. And I I have to say as

17:00

well, like I'm you mentioned um Dylan's

17:03

maps in there. Blackwood was like one of

17:06

my all-time favorites because

17:08

>> it felt [music] again it felt so

17:11

different to what we see in the game

17:12

world and really put like a lot of

17:15

detail into a very condensed space. So

17:18

like I was a big fan of that map for

17:20

sure. So it's great to hear that he's on

17:22

the team.

17:22

>> I'm sure Dan will appreciate hearing

17:24

that. [laughter]

17:26

So, while we're speaking about hiring

17:28

from the community, what can you tell me

17:31

about the newspaper articles, posters,

17:34

and flyers that we've seen since the

17:37

launch of Build 42 and the impact that

17:40

it's had on the game world itself?

17:41

>> Yeah. So, one of the first thing I

17:44

wanted to do as an art director was to

17:46

[music] find and channel the the best

17:49

elements of all the what you could call

17:51

the peripheral content of PZ. One good

17:54

example is uh yeah it's indeed it would

17:57

be various various was doing great

18:00

YouTube videos and images uh using PC

18:03

models and over the last 2 years maybe

18:06

three at this point [music] he he

18:08

developed like a style that like a

18:10

rendering 3D rendering style that

18:12

enables us to give life to every area.

18:15

So [music] you're going to find some of

18:17

his work in posters, in flyers, in

18:20

videos, uh, newspapers. But yeah, this

18:22

is one of the thing like we're really

18:24

proud of. It makes the law of PC gel

18:26

together, you know.

18:28

>> Yeah.

18:28

>> And it opens so many avenues for the

18:30

future in terms of like visual law

18:32

development. One of the thing I love the

18:34

most about his work has been and also

18:36

the work of Stuart Jones who [music] is

18:38

our in-house graphic designer is uh like

18:42

movie movie posters like we have way

18:45

more like on billboards like uh or

18:47

inside you know like you're going to

18:49

find the the room of a of a teenager and

18:52

you're going to find like old movie

18:54

posters new ones like it's really cool

18:56

like I mean

18:57

>> okay fantastic one of the ones that I

19:00

really like as well that I always

19:01

remember seeing is the the image in the

19:03

newspaper of uh the guy standing there

19:06

with his backpack on at an airport like

19:08

looking at the departure board and it's

19:10

all like just delayed, cancelled,

19:12

cancelled. And I think like images like

19:14

that serve to tell a story of the world

19:17

around you, right? Of what happened

19:18

before you got there. And [music] it's

19:21

really cool to see that coming in at a

19:23

time that we're also getting those

19:25

environmental storytelling elements

19:27

worked on with the map. I think it's all

19:28

going to come together really nicely. So

19:31

yeah, really cool.

19:33

>> It really makes the the the the universe

19:35

of PC feel bigger when you have like as

19:39

you're saying like someone like waiting

19:41

at the airport and seeing all the

19:42

flights canled. It suddenly you're like,

19:44

"Oh, okay. Well, it explains why people

19:47

are still there." You know, it gives a

19:49

sense of what was happening just before

19:50

the outbreak.

19:51

>> Yeah. Aside and aside from anything as

19:53

well, it feeds into those conspiracy

19:55

theories that the community has about

19:57

how the virus actually started. Like I

19:59

know obviously one of the big ones is is

20:02

Spiffos was responsible for it and it's

20:05

really cool to see how people have

20:07

linked these newspaper articles to like

20:10

other individual events that have

20:12

happened in the in the timeline and have

20:14

come up with these like really complex

20:17

conspiracy theories. So it's it's really

20:19

awesome and I I hope that we see a

20:21

little bit more of that and more hinting

20:23

at mysterious parts of the game world.

20:25

>> I will not comment any further.

20:27

>> Yes. Yeah. No, I 100% understand. Uh, so

20:32

moving away from questions about the map

20:34

itself for a minute now. Um, am I right

20:36

in saying that the new lighting system

20:39

that was introduced with Build 42 was

20:41

actually your work and what were you

20:44

hoping to achieve with this new setup?

20:46

>> Yeah, so it's not entirely my work. It's

20:49

it's the work of several people um,

20:51

including Tim Baker and Lei, our game

20:54

director. To be precise, they what they

20:57

coded was the new light propagation

20:59

system, which is quite old. I mean

21:01

older, meaning it's it's a few years old

21:03

at at this point. The the point of this

21:05

system was was to allow the light to

21:07

bleed inside of buildings. My

21:10

contribution was the implementation of

21:12

this system in the game properly. So I

21:15

created most of the assets. I tuned the

21:18

color temperatures. I worked on the

21:21

general atmosphere. So the the idea was

21:24

to provide like a proper nighttime

21:26

gameplay. So having pitch black darkness

21:29

at night. I mean depending on the moon

21:31

cycle and things like that, but also

21:33

enhance the you know this feeling of

21:35

dread of being stuck outside in the

21:37

darkness with zombies around. I thought

21:39

it was really important for this kind of

21:40

game. Another aspect was to make sure

21:43

the lights would convey the atmosphere

21:45

of the '90s. So you get that very

21:48

idiosyncratic orange hue, you know, of

21:50

the sodium lamp. I think people really

21:52

enjoyed that because it reminds them of

21:54

for for for the one that were alive at

21:56

this time

21:58

or like the movies from the 90s, it

22:00

doesn't matter. But like it it's it's a

22:02

very significant like visual cue of oh

22:05

this is

22:06

>> this is the '90s. [music] But the

22:08

general ambition behind improvements

22:10

like this is to create like um memorable

22:13

moments uh for the player. Like if you

22:16

happen to be walking down the main

22:18

street of Riverside, let's say, and at

22:20

night, and suddenly the electricity

22:22

shuts down, I think you will remember

22:24

that, you know, it will be like a fairly

22:26

like a stressful moment. But inversely,

22:29

if you find a generator weeks after

22:31

there is no electricity and the first

22:33

time you you you're able to put power

22:36

back to your house, I want people to

22:38

feel warm and cozy and I want them to

22:40

feel like they they found like a refuge

22:44

if that [music] makes sense.

22:45

>> Yeah, absolutely. And I think uh another

22:48

just touching on another aspect of that

22:50

was um I remember actually having my

22:53

first experience exploring the

22:56

sanatorium after it was built with a

22:59

handheld flashlight and that just felt

23:01

so eerie on account of like the lighting

23:04

and how that how that sort of like

23:07

seeped into the area in really small

23:10

amounts and you all you had was this

23:12

flashlight otherwise. And like

23:14

experiences like that are so enhanced by

23:17

lighting. So it's it's yeah it's really

23:19

interesting to learn about what was

23:20

behind the [music] mentality there.

23:22

>> Yeah. Like in a similar fashion the work

23:25

that that was done on the the snow

23:27

overlays for winter is the same idea.

23:29

It's like once you reach winter we want

23:31

people to have like some sort of like a

23:34

feeling of achievement and you know like

23:36

feel that the world the world is

23:38

evolving with them. So the like some

23:41

people were mentioning the fact that

23:43

working so much on the light was uh well

23:46

if not unnecessary it was some were

23:48

saying pointless because

23:50

>> the light was going to go down anyway

23:52

but it's like yeah but it's going to

23:54

come back in once you build your own

23:56

base and once you you start developing

23:59

your your your refuge. So yeah, I'm just

24:04

going to mention something about the

24:05

light because this is a comment that has

24:07

been done that has made quite a few

24:09

times. In the early implementations, we

24:12

didn't have any way to let light seep

24:15

through the the curtains or the or even

24:18

the doors. Uh so in the middle of the

24:20

day, you could be in a room that would

24:21

be entirely pitch black and for many

24:23

people it was unrealistic and that was

24:25

correct assessment in my opinion.

24:27

>> Yeah. So this is not going to come

24:29

immediately but we are developing some

24:32

sort of a simulated global elimination

24:36

but it's not like a a voxal based global

24:38

elimination that that you can see in

24:40

other game but it's it's a way for us

24:42

like to to show that during daytime like

24:45

for instance if you go into a room and

24:47

you have some curtains but it's daylight

24:49

outside you're going to have like this

24:52

warm light that is filtered through the

24:53

curtains depending on the colors and we

24:57

have like prototypes that with that that

25:00

work and which are really cool, but

25:02

again it's a bit early to to mention

25:04

that.

25:04

>> Awesome. Okay. Well, I'll look forward

25:06

to that. Um, now alongside the the

25:09

lighting system itself, I'm also aware

25:12

that you've worked on visuals for

25:15

firearms. Have you found this

25:16

particularly challenging knowing that

25:18

much of the Zomboid community are such

25:21

gun enthusiasts? [music]

25:23

So yeah,

25:25

personally I don't know much about

25:26

firearms. Uh but but fortunately, you

25:29

know, we have Christian that you

25:31

interviewed recently who is both like

25:33

ex-military and uh

25:34

>> Yes.

25:35

>> Yeah. I think you could say he's a gun

25:36

enthusiast as well. So the development

25:38

of the new weapons was fairly

25:40

straightforward like thanks to him. But

25:42

you know, we also wanted to make the the

25:45

models like believable, but we had to

25:47

make sure we were not copying existing

25:49

models for legal uh issues. Obviously,

25:52

you know, we have plans uh to add more

25:55

in the future, but I I don't want to

25:57

spoil anything just yet. I think I will

25:59

uh I will let Christian mention that

26:01

when the time comes. But what I can say

26:04

is that the the reven gun gameplay uh

26:08

that Patrick brought, the technical

26:10

director, worked on gives us way more

26:12

tools to to make the weapons more

26:15

impactful. So now we have like

26:17

projectile tracers, uh like better

26:20

muzzle flash implementation. So like

26:22

shooting feels more impactful. The the

26:24

current tech we have could also allow

26:27

for even more cool effects like

26:29

functional lasers. Right now the the

26:31

lasers are just like a a red a red bit

26:35

like on the FBX on the model.

26:37

>> Uh we also could have traces ammunition.

26:40

I really want them to to be included in

26:43

B42, but it was out of scope. But uh

26:46

yeah, it's this will be possible with

26:48

the the tech we have.

26:50

>> Okay, interesting. I think a lot of

26:53

people will be very interested to hear

26:54

about the plans for for firearms

26:57

especially. [music] Now, I suspect that

26:59

this may be a bit of a tricky one, but I

27:02

do want to ask about the visuals for

27:05

fire effects in the game, just because

27:09

it's been a bit of a pet peeve for me

27:11

ever since it was changed. It looks a

27:14

tiny bit out of place right now. Is

27:16

there any rationale behind this change

27:18

that players might be unaware of?

27:21

>> Yeah. All right. I'm going to have to

27:22

take the blame on this one. Um,

27:25

so, okay. So, first let me provide a bit

27:29

of context. So,

27:31

>> in um I think it was build 34. Um, Mash

27:36

did a mission of Mash, who was the the

27:39

art director before me, did a mission to

27:42

upscale by a factor of two all the all

27:45

the ties. When she did that, some ties

27:48

were were missing, including the effect

27:50

ties. So, the fire we had u [music] up

27:54

until very recently, not only was not

27:57

scaled properly, but it was also like

27:59

the the wrong resolution and it didn't

28:02

really work. Um, and so it really didn't

28:05

look good with the the all the new B42

28:09

visual nicities, but at the same time,

28:12

we we have a plan to have like a fire

28:14

rework, and it's it's been announced

28:16

like a long time ago at this point, but

28:18

because of the development of

28:20

multiplayer, we we had to put a hold on

28:23

the the fire rework. So I had to find a

28:26

solution to to make the fire look better

28:29

without putting too much strain on the

28:31

developers because other things were

28:33

more had higher priority. So uh right

28:37

now the the fire looks the way it does

28:39

because um I I saw that it would it

28:42

would not work with four frames like

28:44

originally it was only four frames.

28:46

[music] So I wanted to go for 30 frames

28:48

and the problem is that in the the way

28:51

we display animations has well [snorts]

28:55

without getting too technical it has a

28:57

particular sampling. So the sampling is

28:59

how the image is displayed precisely

29:02

like uh if people use Photoshop then

29:05

they will know what I'm talking about.

29:06

And so the fire looks way too smooth and

29:10

also it's the first effect we added to

29:12

the game if I'm not mistaken that has 30

29:14

fps. So it looks very very alive

29:17

compared to the rest. It's a bit like

29:19

the water, you know, the water can can

29:21

look a bit out of place.

29:22

>> Yeah, [music] absolutely.

29:23

>> So, but we are going to develop more and

29:25

more this kind of uh animated sprites.

29:28

Like for instance, I want to have like

29:30

water sprinklers in gardens. I want to

29:32

have like smoke on top of chimneys on

29:35

houses to to show the present.

29:37

>> Oh, okay.

29:38

>> So, so I think at the moment, well,

29:40

first of all, it's a band-aid. uh it's

29:43

not going to stay like that, but there

29:44

will be more and more like realtime

29:46

effects and which is a good thing. It's

29:49

going to make the the environment feel

29:51

more alive. But yes, I I will apologize

29:54

for for the for the fire. I I I did read

29:57

all the comments. You know, it's the you

30:00

know when you do something good for PZ,

30:02

you have many people like praising you

30:04

and when you do something they hate.

30:05

>> Yeah.

30:06

>> You will hear about it. So [music] yeah.

30:08

>> Yeah.

30:08

>> I I will do better. I promise. Yeah, I

30:11

can I can I can understand. I mean, I

30:13

think it's fair to say that, you know,

30:14

like or at least people will be able to

30:17

understand that it wasn't at the top of

30:19

the priorities list with all the stuff

30:20

that was coming with build 42. There's

30:23

so much with that new update that I can

30:25

understand if fire effects weren't the

30:27

top of the table.

30:28

>> Yeah. Like to be honest, I think if we

30:30

were to revert to the old fire, people

30:33

would be complaining about that as well

30:36

because even though it doesn't fit

30:37

entirely the game right now, the old

30:39

fire didn't fit the game at all. [music]

30:41

Like I mean it was not on par with the

30:43

rest of the game. So you know like you

30:45

choose your poison I guess.

30:47

>> Yeah. Yeah. And and that's the thing as

30:48

well with a community as large as

30:50

Project Zomboid like people are going to

30:52

have different opinions about things and

30:55

I think um being a content creator I see

30:58

that probably just as much as you guys

31:00

do which is the divisiveness in the

31:03

comments sometimes of my videos. Like

31:05

some people will feel one way and some

31:07

people will feel a completely different

31:09

way. So it's

31:10

>> yeah it's it's just the way it's going

31:12

to be. But it's it's good to learn about

31:13

that. And it's good to know that there

31:15

will be some change coming at some

31:17

point. So I'm going to ask you a bit of

31:20

a should we say a a bit of a wishful

31:23

question here. If you could implement a

31:26

single feature for Project Zomb, what

31:28

would it be and why? Yeah. So for me

31:32

like the obviously I'm not going to talk

31:35

about NPCs because it's [laughter] uh

31:38

like it's it's it would be a terrible

31:40

idea to to speak about it right now.

31:42

[laughter]

31:43

>> Um but obviously NPCs would be nice but

31:45

yeah the first thing I would implement

31:46

is whole migration.

31:48

>> Ah okay. Yeah, like in my opinion this

31:51

is one of the main missing piece to

31:53

provide almost unlimited gameplay like

31:56

um it would justify way more like

31:58

building fortifications, fencings, you

32:01

know, like if there was a hole coming to

32:03

your base, you would maybe you would

32:05

have to suddenly be silent like turn off

32:08

all the radio, the TVs or whatever like

32:10

the generator maybe and you know maybe

32:12

having to hunker down in the basement

32:14

and uh and possibly having to exit in a

32:18

hurry and leave can go to an outpost you

32:20

made in whatever town in the west or the

32:23

aspect that the the original team really

32:25

nailed uh in Project Zombo was the

32:28

zombies.

32:28

>> Yeah.

32:29

>> And so I wish we could have more of

32:32

those of of this like more of those

32:34

zombies in a in a way that would make

32:38

the game play um more varied and more

32:42

exciting and more more scary, more

32:44

dangerous, you know. I think that would

32:46

be a good thing.

32:48

Just to be clear, there is probably

32:51

quite a lot of people in the PC

32:53

community that love also the coziness of

32:55

the game and they might love that, you

32:58

know, having like a hold of 200 zombies

33:00

coming to their very nice and and pretty

33:02

base.

33:04

>> So, yes, it's something I would like to

33:06

add, but I I I do realize that we would

33:10

have to be careful on how we implement

33:12

it.

33:13

>> Yeah. And and it's it's interesting as

33:14

well because I think the game has

33:16

already a lot of the supporting features

33:19

that you would need for something like

33:21

that. For example, you know, you you

33:22

talk about how people love these nomadic

33:25

play styles and, you know, packing a go

33:28

bag in a vehicle that's ready to go at a

33:30

moment's notice for when you need to

33:32

leave. You know, as you say, setting up

33:34

an outpost with maybe like jarred food

33:37

rather than, you know, refrigerated

33:39

foods. you know, it's it's doesn't need

33:41

power to run and and and again creating

33:45

more more need and desire for those base

33:48

fortifications as well. I think horde

33:50

migration could do one hell of a lot for

33:53

for the long-term play. So, yeah, it's

33:56

interesting to hear that. It's one of

33:58

your favorites.

33:58

>> Yeah, even in multiplayer, it would uh

34:01

it would create new gameplay mechanics

34:03

like our play style like [music] every

34:05

base would need to have like a scout.

34:08

someone who checks if there is not a

34:09

horde coming to your base and if so

34:12

maybe try to um to you know steer it

34:15

away just like in the walking dead.

34:17

>> Yeah. Yeah.

34:18

>> So

34:18

>> yeah um that's that's one of my I I

34:21

didn't stick with the walking dead long

34:22

past um long past when they got to

34:25

Alexandria but I will I will say that

34:28

that was like one of my favorite moments

34:30

was like how they [music] had to guide

34:31

that try and guide that horde a

34:33

particular direction. And I think it

34:36

also would give players in Project

34:38

Zomboy multiplayer the chance to

34:40

communicate with one another because if

34:42

one group sees a horde coming towards

34:45

Mold Draw, they can let other people

34:47

know because they'll be aware that

34:49

people are living in that area. So

34:50

that's Yeah, it's quite interesting.

34:52

Okay, so um before we wrap up this

34:56

interview, what are your favorite

34:58

examples of zombie media?

35:01

>> Yeah. Uh I'm not going to to be super

35:04

original. Uh, I would say, yeah, I would

35:07

say 28 Days Later it remains a classic

35:10

for [music] me.

35:10

>> Yeah. Yeah.

35:11

>> Um, I do like the the sequels, but uh I

35:15

have to say like the the first one felt

35:18

more organic and human level than the

35:21

others. Um, especially the the most

35:23

recent one. And [music] um, yeah,

35:26

otherwise I would say The Walking Dead,

35:28

but not necessarily the TV show, but

35:30

more like the the comic book.

35:32

>> Okay. Yeah.

35:33

>> Yeah. I saw um it's interesting you

35:35

mentioned 28 Days Later actually because

35:37

I saw a uh a post recently that I didn't

35:39

realize about this was that during the

35:42

the filming with the scenes that were

35:44

made in London itself where uh he's

35:47

walking the streets very like early on

35:50

and nobody's around they they actually

35:52

that was like true guerilla filming.

35:54

they had to go out and just at the crack

35:56

of dawn like 4:00 a.m. in the morning

35:58

and try and work around people just

36:01

walking through London which I found so

36:04

interesting because nowadays London is

36:06

absolutely packed. So it's

36:08

>> yeah it just an interesting little

36:10

tidbit that like I really enjoyed about

36:12

that. Well, there is a cool anecdote

36:14

about that which is that uh when I was

36:17

15 [music] 16 years old, I was doing my

36:19

first short movies with a friend of mine

36:22

and uh this scene particularly uh we

36:26

recreated it in in not in the the city

36:29

where where I come from where you you

36:31

wake up like very early in summer uh and

36:34

on a Sunday morning and you can shoot

36:37

like uh almost like completely empty

36:40

empty empty spaces. [music] It was a big

36:42

inspiration uh in my journey as a as a

36:45

filmmaker. So yeah.

36:46

>> Oh, fantastic. So um I just obviously I

36:50

just want to say thank you again for

36:52

taking the opportunity to sit down with

36:53

me today and for talking to us about

36:56

some of the upcoming plans for for

36:58

Project Zomboid. Are there any final

37:00

messages that you want to convey to the

37:03

project on community at this time?

37:05

>> Yeah. [music] Yeah. Um

37:08

I think it's I think it's important to

37:10

say that uh when we make design uh art

37:14

or technical decisions there is never

37:17

like an ill ill intention like a

37:20

negative intention towards the

37:21

community. Mhm.

37:23

>> For instance, there was a lot of

37:25

complaints about the removal of Echo

37:27

Creek from the spawn locations and

37:30

without reopening that topic like we are

37:32

following a plan and some decisions some

37:35

decisions can run quite deep and um we

37:38

there is never like an intent to damage

37:40

the play style or you know the player

37:42

base in general. But because the the

37:44

development of project Zo is very

37:46

exposed publicly, sometimes we have to

37:49

bite the bullet. We know that people are

37:51

not going to love the the decision, but

37:53

we think that the the end result they

37:56

they will really like that.

37:58

>> Yeah.

37:58

>> So, I guess my message, if I [laughter]

38:01

have a message, uh would be to thank the

38:04

community for the feedback because it's

38:06

so valuable like to to have like a

38:08

constant um feedback on everything you

38:12

do in in a very close uh very short time

38:15

capacity.

38:16

>> Mhm. Um, but I I hope we we can have

38:20

like a bit of credit that ju just the

38:23

credit that we are never going to be

38:26

intentionally damaging the player

38:28

experience. I think uh

38:30

>> yeah that I don't think the the

38:33

community should ever come to that

38:36

conclusion.

38:36

>> Yeah. Yeah. And I mean it's it's it's

38:38

sometimes it is easy to feel that way as

38:40

well when you're very very passionate

38:42

[music] and and that's the thing with

38:43

project zomboid is you've got people

38:44

that have been in the community for

38:46

upwards of 10 years in some cases now.

38:49

>> So naturally emotions will run high at

38:53

times but I think it's important to

38:54

remember that you know developers are at

38:57

the end of the day someone who is sat

39:00

behind the computer right they are a

39:02

person as well and sometimes it can be

39:04

easy to forget that. So, I think that's

39:05

a really good message to to take away.

39:08

Um, I do just want to say thank you

39:10

again for your time.

39:12

>> We'll we'll close things up there. I'll

39:14

just remind everybody that's watching

39:16

this that if you have any additional

39:18

questions or comments on what you saw

39:20

today, um, please feel free to put them

39:22

down in the comments below. Uh, and I

39:24

will ask very nicely for to uh to just

39:28

give those a once over once this video

39:29

goes up. See if we can get back to any

39:31

questions from the viewers. Thank you

39:33

again. Uh, it was fantastic to talk to

39:35

you.

39:36

>> Thank you. Bye-bye.

More transcripts

Explore other videos transcribed with YouTLDR.

Get the TLDR of any YouTube video

Transcribe, summarize, and repurpose videos in 125+ languages — free, no signup required.

Try YouTLDR Free