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The Walking Dead interview discusses design, what got cut: "There was a solid six hours where the mob was chasing you"

The Walking Dead won us over. It's still a little wild to me that Telltale manged to make a compact, interaction-light game as emotionally affecting as it was.

Above, Sean Vanaman , Episode 1's writer, and Jake Rodkin , Game Designer and UI Designer, reflect on their design decisions with Machinima and speak about player feedback, Episode 2, the non-existence of "good" choices, and the value of emotional baggage. Episode 1 spoilers abound, of course.

Evan Lahti

Evan's a hardcore FPS enthusiast who joined PC Gamer in 2008. After an era spent publishing reviews, news, and cover features, he now oversees editorial operations for PC Gamer worldwide, including setting policy, training, and editing stories written by the wider team. His most-played FPSes are CS:GO, Team Fortress 2, Team Fortress Classic, Rainbow Six Siege, and Arma 2. His first multiplayer FPS was Quake 2, played on serial LAN in his uncle's basement, the ideal conditions for instilling a lifelong fondness for fragging. Evan also leads production of the PC Gaming Show, the annual E3 showcase event dedicated to PC gaming.