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Zombies, Run!
  Designing, funding, and
  creating a running game
     and audio adventure
              Adrian Hon


                Six to Start
THE IDEA
Fixed Points

 Runners want more than being told they’re good at
 running
 Runners don’t want to look at their phones every 30
 seconds
 Runners already have a route (and they don’t want to
 run through Finsbury Park after dark thanks very much)
TRAILER: http://youtu.be/GyFqZtKvya0
The Press Release

A game with players collecting items as they run in the
real world to help build up their base
An epic story with over 30 missions, supported by
online and transmedia extensions
A fitness app that tracks speed, distance, time, and
calories via GPS and accelerometer
How it Works
 Players download a free app
 for iPhone, iPod Touch, or
 Android
 Single-click start to the story




                                   Work-in-progress
How it Works
 As players run in the real
 world, they hear story and
 game updates through their
 headphones
 Players also automatically
 collect items (e.g. batteries,
 medicine, gear) as they run
 When they finish, they can
 assign their items to build
                                  Work-in-progress
 their base
How it Works
 Hospitals, barracks, training
 centers, comms - all can be
 leveled up
 Players unlock more missions
 as they grow their base
 Each item and mission has
 an entry in the ‘Codex’ with
 extra information and links to
 the web
                                  Work-in-progress
FUNDING IT
Why was it so successful?

It’s a good idea
People understood the idea quickly and easily
People think “I need this”
Hyperactive community interaction
Rewards
Why was it so successful?

It’s a good idea
People understood the idea quickly and easily
People think “I need this”
Fanatical community interaction
A cunning reward scheme
THE STORY
Basically, it’s a Novel

 30 missions: 3+ hours of audio
 15 radio episodes: 1.5 hours
 Extra in-world content (book, blogs, Codex, story, viral
 stuff): 10-20k words
 Two writers (one of whom is sound director)
User-Generated Content
But in a good way!
Name in the game (as dead person)
Name a place
Create a character
Create a mission
Coming soon: get your voice in the game
Experience

It helps that we know what we’re doing
  Perplex City, We Tell Stories, Smokescreen
Constant communication and editing via Google Docs,
Skype, and weekly in-person meetings
High degree of trust
Small team
CHALLENGES
Expectation
Management
Release Date

February 2012 for iPhone and iPod Touch
Q2 2012 for Android
Extra mission packs delivered throughout 2012
‘Season 2’ in development
sixtostart.com
                 @sixtostart



zombiesrungame.com
           @zombiesrungame


   adrian@sixtostart.com
                @adrianhon

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Andrian Hon, Six to Start

  • 1. Zombies, Run! Designing, funding, and creating a running game and audio adventure Adrian Hon Six to Start
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  • 4. Fixed Points Runners want more than being told they’re good at running Runners don’t want to look at their phones every 30 seconds Runners already have a route (and they don’t want to run through Finsbury Park after dark thanks very much)
  • 6. The Press Release A game with players collecting items as they run in the real world to help build up their base An epic story with over 30 missions, supported by online and transmedia extensions A fitness app that tracks speed, distance, time, and calories via GPS and accelerometer
  • 7. How it Works Players download a free app for iPhone, iPod Touch, or Android Single-click start to the story Work-in-progress
  • 8. How it Works As players run in the real world, they hear story and game updates through their headphones Players also automatically collect items (e.g. batteries, medicine, gear) as they run When they finish, they can assign their items to build Work-in-progress their base
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  • 11. How it Works Hospitals, barracks, training centers, comms - all can be leveled up Players unlock more missions as they grow their base Each item and mission has an entry in the ‘Codex’ with extra information and links to the web Work-in-progress
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  • 20. Why was it so successful? It’s a good idea People understood the idea quickly and easily People think “I need this” Hyperactive community interaction Rewards
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  • 24. Why was it so successful? It’s a good idea People understood the idea quickly and easily People think “I need this” Fanatical community interaction A cunning reward scheme
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  • 31. Basically, it’s a Novel 30 missions: 3+ hours of audio 15 radio episodes: 1.5 hours Extra in-world content (book, blogs, Codex, story, viral stuff): 10-20k words Two writers (one of whom is sound director)
  • 32. User-Generated Content But in a good way! Name in the game (as dead person) Name a place Create a character Create a mission Coming soon: get your voice in the game
  • 33. Experience It helps that we know what we’re doing Perplex City, We Tell Stories, Smokescreen Constant communication and editing via Google Docs, Skype, and weekly in-person meetings High degree of trust Small team
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  • 43. Release Date February 2012 for iPhone and iPod Touch Q2 2012 for Android Extra mission packs delivered throughout 2012 ‘Season 2’ in development
  • 44. sixtostart.com @sixtostart zombiesrungame.com @zombiesrungame adrian@sixtostart.com @adrianhon