AFTER THE LAST MILE
Shawn Kittelsen, VP of creative development for games at Skybound Entertainment tells zombie apocalypse survivor Vince Pavey all about the latest digital experience to star their shambling undead hordes
How would you describe The Walking Dead: Last Mile to someone who didn’t take part?
Shawn Kittelsen, VP of creative development for games at Skybound Entertainment
The Walking Dead: Last Mile was a four-month long MILE (Massively Interactive Live Event) depicting a coastal Alaskan community struggling to survive post-apocalyptic threats of walkers, weather, and human nature. The fates of our characters, including who lived and who died, were decided by the audience through daily bids, and the results of bids were recapped in weekly live streams hosted by Yvette Nicole Brown and Felicia Day. There were no reboots, no do-overs, so once the audience locked in a bid, th
they forever left a mark in the canon of The Walking Dead co colla
for
ad comics. The experience was a blockbuster llaboration between Genvid Entertainment
(creators of the MILE concept), Skybound, Facebook, and several development and production partners.
and seve
Why the universe
There’s no wrong way to enjoy The Walking Dead, but Sk
y the comic book universe and not the TV erse? s n
but Skybound is the home to the original comic book universe. That’s where all our interactive
book un 40 | MCV/DEVELOP March 2023
projects are set, from the Telltale adventures to TWD Saints & Sinners and TWD: Last Mile.
How do you even get started on designing a game like this? With many hands and many brains! No one had ever made a MILE with a story of this scope before. It was a huge undertaking that required coordination across myriad disciplines, from game development and narrative design to live hosted production
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