In this update5
Full notes
Full Stay Dead update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
Stay Dead changes
The Art Development of Stay Dead
Today, we’re diving into the colorful world of “Stay Dead,” offering a behind-the-scenes look at the magic our Art Team is creating, bringing our fresh take on a zombie video game. From the charming undead family to the eccentrically beautiful Porto Morto Island, this small but mighty team has been redefining what a zombie video game can be. It’s not just about making things look cool; it’s about pouring soul, passion, and a bit of undead humor into every pixel.
Dreaming Up a Zombie World:
1. How did you come up with the look for "Stay Dead"? Did other kinds of art inspire you?
When asked about the inspiration behind “Stay Dead,” Alfredo Barajas, our Art Director, shared, “We knew we wanted a world where zombies were content with their existence. There wasn’t a specific artwork that influenced us; rather, we started with the traditional zombie behavior and aimed to create something aesthetically distinct, something that hadn’t been explored in zombie culture before.”
Sergio Saucedo, Concept Artist, added, “The initial sketches were inspired by various cartoon sitcoms, not traditionally revolving around zombies. We were influenced by the creepy charm of shows like ‘Beetlejuice,’ ‘The Addams Family,’ and ‘Real Monsters,’ along with the family dynamics found in ‘Tasmania’ and ‘The Simpsons.’ These influences steered our creative process.”
Flor López, another key Concept Artist on the team, noted her influences, “I’m really drawn to the vibe of those 2000s Cartoon Network shows, like ‘Dexter’s Laboratory.’ The way they captured irreverence and fun is something we’re incorporating into our game.”
Creating Characters with Heart... and Brains:
2. Can you tell us how you designed the zombie family in the game? How did you make sure they looked funny and a bit spooky at the same time?
On designing the zombie family, Alfredo explained, “Figuring out how to blend the funny with the spooky was a journey. We initially didn’t know how to visually express their duality. Moving away from the typical portrayal of zombies as soulless wanderers, we endowed our characters with personality, simplicity, mischievousness, creativity, and joy, drawing heavily from animation and film.”
Drawing the Undead:
3. What tools did you use to create the game’s artwork? Were there any new techniques or tools you tried out for the first time?
Discussing the tools and techniques for creating the game’s artwork, Freddie mentioned, “We started in 2D, using Photoshop and Illustrator. Transitioning to 3D was a significant shift for us.” Flor shared her learning curve, “ Adapting to Substance Painter was challenging but eventually thrilling, akin to painting on a physical model.”
Haunted Environment
4. How did you design a world where the zombie family feels at home, not just a bit scary, ruined place? How did you make sure the game’s world matched its spooky and funny feel?
Freddie delved into designing a world where zombies feel at home, “Our zombies are happy in their reality, which differs from other zombie stories. This perspective influenced every aspect of Porto Morto’s design, making it a ‘post-apocalyptic paradise island’ that’s lively and engaging.”
Flor drew from this vision, “Freddie’s dynamic character concepts inspired my work on the environments. We aimed to mirror the directors’ vision, crafting a world that’s both fun and chaotic, appealing to both zombies and humans.”
Inside Scoops and Hidden Gems
5. Do any of you have a favorite character you created? Are there any secret details or fun surprises hidden in the game that players should
Source
Changelog.gg summarizes and formats this update. How we read updates.
