![]() There was also the first season of The Walking Dead, which must’ve been an influence? Work on Project Zomboid started in 2010, in the wake of the inaugural Call of Duty zombie mode and at around the time when the original DayZ mod became an online phenomenon. We’ve thought about it, but it’s hard to fit them in with the lore.” “I would argue that for the team size we’ve delivered a bit more.” Not many spaceships though. “That much is true” nods Chris Simpson, one of the founding members of The Indie Stone and the original programmer of Project Zomboid. Project Zomboid also receives rather more positive feedback from the gaming community at large. The other is an isometric zombie survival sandbox that’s as brutal and bleak as it is irreverent. There are some differences between the two games of course, one is aiming to create a sci-fi universe on an unprecedented breadth of scale and fidelity. Project Zomboid even more so it has no publisher, sends out no press releases (unless they’ve all ended up in my spam folder) and requires no recruitment agencies – preferring instead to focus its attention and recruit largely from the game’s community. Both have been in continuous development for more than a decade – predominantly in the UK, neither would exist without early access funding, and they have, by and large, succeeded on their own terms, without having to rely too heavily on the norms and structures of the mainstream games industry. I mention it because Star Citizen and Project Zomboid have much in common. I believe that TTRPGs are a powerful tool for exploring diverse perspectives and promoting empathy, and I'm always happy to work with players to create characters and stories that reflect their individual experiences and identities.On the cover of the January issue you may remember we featured Star Citizen, Cloud Imperium Games’ massively ambitious space adventure, which as of the end of April has managed to amass $453 million in crowdfunding (an increase of more than $50 million since we wrote about it). I'm committed to fostering a safe and inclusive gaming environment, where all players feel valued and respected. I love to use a variety of games and systems to create a dynamic and engaging campaign, and I'm always open to experimenting with new approaches. When running games, I strive to create engaging and immersive worlds that allow players to explore, interact, and shape the story. I also enjoy creating my own games, and I'm always eager to try out new systems and mechanics. I'm particularly drawn to games that empower players to make meaningful choices and shape the narrative. I'm also a proud parent, an experienced audio engineer, and a dedicated member of the TTRPG creator community. ![]() ![]() ![]() I've been playing TTRPGs for over a decade, and in the past three years, I've focused almost exclusively on exploring new and exciting indie games, as well as designing my own games. As a queer, Latine, Brazilian person, I'm committed to creating a welcoming and inclusive environment for all players. I'm Gabriel, they/them, and I'm a professional game master with a passion for indie and alternative TTRPGs. ![]()
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