GT Q&A: Tripwire’s Killing Floor
By Ron on Wednesday, May 6th, 2009 at 3:13 PM
In Computer, Features, GT Q&A, Game Companies, Game Platforms
I don’t know about you guys, but here at Gaming Today, we’re always up for a game that includes zombies. Of late, we’ve been playing Left 4 Dead, and keeping our eyes on Killing Floor, the upcoming release from Tripwire Interactive. Killing Floor isn’t exactly a zombie game, but genetically engineered zombies are close enough for us.
If you’re a Unreal Tournament player, you may remember Killing Floor as a mod for UT2K4. Since then, the mod team behind Killing Floor has teamed up Tripwire Interactive to bring their mod to retail release as a standalone title, and it looks to have some serious potential.
We recently had the opportunity to chat with a few of the people responsible for Killing Floor. Read on to find out a little bit more about the upcoming survival horror title.
Gaming Today: Let’s get the boilerplate stuff out of the way up front. Can you tell us who you are, what your role in the production of Killing Floor is?
Alan Wilson, VP of Tripwire Interactive. I get all the non-tech stuff to do. Some writing and design, bit of voice acting this time, project management, PR and trying to manage the testing.
I’m Alex Quick. I’ve worn a few hats over the course of KFs production, but primarily I’m working as a level designer, and texture artist. Oh, and the mod this game is based on was largely my undertaking, so I’ve been pretty active in gameplay design discussions for the sake of consistency.
Dayle Flowers, Senior Programmer at Tripwire Interactive. Aside from the typical working on game play, I get much of the highly technical stuff that many people overlook and simply expect to work. I was responsible for connecting Killing Floor to the Steam system to support Authentication, the Master Server, and Perks/Achievements. [Edit: and designing a lot of that stuff, too! AW]
Dan Nassick, audio designer and musician. I’ve worked on the Killing Floor mod since 2005 and my responsibility on the audio team has been to organize a complete audio overhaul in the transition from modification to commercial game.
Myles Lambert, part of the original mod team. I get to do a great mixture of work, environmental art and level design and when I’m not working on that I’m working on some future DLC map content.
GT: So, judging from everything I’ve seen, Killing Floor is a survival horror game featuring some very interesting adversaries. Can you tell us a little bit about these zombies?








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