TIS began as four people working out of the UK and Canada to create their vision of the ideal zombie survival game. During the hair-raising rollercoaster ride of Zomboid’s development the core initial team gained a raft of contributors, zed enthusiasts, technical support boffins and close friends who were similarly dedicated to the cause. One of them happens to be a raccoon.
For a rundown of the early history of Project Zomboid this talk initially given at Rezzed in Brighton in 2012 covers it all in detail.
Project Zomboid is now developed all around the world. We have contributors and support staff in Canada, England, France, America, Germany, Russia, Australia and more besides.
The photo below shows the largest Project Zomboid team photo to date, yet sadly lacks our Canadian, Russian, American and Australian contingents – and also contains a drunk man we don’t know outside a pub in Newcastle.
During the development of Project Zomboid we have aligned forces with several companies whose services we would heartily recommend to anybody – so long as it doesn’t mean that our turf is getting muscled in on.
A hotshot team of coders to whom no MP or vehicular challenge is too great. ‘The Russians’ have been working alongside The Indie Stone for many years, and are a great bunch to hang around with.
Formerly known as Noiseworks, the team at Formosa UK are in charge of the PZ soundscape – and brilliantly reinvented the noise of the Knox Event for Build 41. They are, universally, charming and handsome.
An extraordinary bunch of established game development renegades who helped breathe life into our animation system, and provided guidance on MP. Also lives partially in a separate form as Bitbaboon, who have helped no end with optimisation and general clever bizness.
For Twitter details and ways to make email contact, please visit the Contact Us page!