QJ Interview: Dead Head Fred

Dead Head Fred Interview Banner

A fine Monday mornin’ to you lads and ladies of the fairest kind, we’re here with  a mammoth interview that sheds some light on one of my 15 most anticipated PSP games, Dead Head Fred.


QJ: When we last saw Dead Head Fred at E3 it was already looking pretty polished, what improvements and additions have been made since then?

Peterson: At E3 we demonstrated a level know as Zombietown.  What you were able to play was approximately 30 minutes of gameplay within a level that was strictly built for E3 – almost as a tutorial or intro to the mechanics that players will see at the end of our development cycle.  This demo gave the player a vertical slice of what the final product will eventually become.  Zombietown in the actual game is much larger than and not as linear as the E3 version.  We intentionally blocked off roads and passages so that E3 players could get a good idea of what the game was about in a short period of time.

What has happened since then?  A lot! We’ve been working on mechanics, level design and generation, enemies and mini-activities.  Dead Head Fred is a very ambitious game and we plan to deliver on all fronts.  We want people to buy a PSP just to play Dead Head Fred.  

We are currently heading into final geometry and texture stages of the levels, completing second and third passes on the mini-activities, like pinball, Dirty Pool (billiards), the Feather Dome (mutant rooster arena fighting), fishing (you fish for what else – mutant fish!  And some unique items are also found while fishing), and so on.  As we head into our final portion of development, we will wrap up with game balancing tweaks and cinematics.

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Come on in and read the rest of the interview after the jump!

Dead Head Fred Interview Banner

A fine Monday mornin’ to you lads and ladies of the fairest kind, we’re here with  a mammoth interview that sheds some light on one of my 15 most anticipated PSP games, Dead Head Fred.


QJ: When we last saw Dead Head Fred at E3 it was already looking pretty polished, what improvements and additions have been made since then?

Peterson: At E3 we demonstrated a level know as Zombietown.  What you were able to play was approximately 30 minutes of gameplay within a level that was strictly built for E3 – almost as a tutorial or intro to the mechanics that players will see at the end of our development cycle.  This demo gave the player a vertical slice of what the final product will eventually become.  Zombietown in the actual game is much larger than and not as linear as the E3 version.  We intentionally blocked off roads and passages so that E3 players could get a good idea of what the game was about in a short period of time.

What has happened since then?  A lot! WeÂ’ve been working on mechanics, level design and generation, enemies and mini-activities.  Dead Head Fred is a very ambitious game and we plan to deliver on all fronts.  We want people to buy a PSP just to play Dead Head Fred.  

We are currently heading into final geometry and texture stages of the levels, completing second and third passes on the mini-activities, like pinball, Dirty Pool (billiards), the Feather Dome (mutant rooster arena fighting), fishing (you fish for what else – mutant fish!  And some unique items are also found while fishing), and so on.  As we head into our final portion of development, we will wrap up with game balancing tweaks and cinematics.

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QJ: Load times can often make or break a portable game, particularly on the disc media based PSP console, is this something that’s been a concern for you, and what steps are being taken to ensure wait times are kept to a minimum.

Peterson: Yes, this has always been in the back of our mind and we are doing everything possible to curtail this issue as we design our levels.  Currently our load times are extremely fast and we are pleased with the results.  We are sure to see some differences on the actual UMD, but we donÂ’t believe that it will set us back by much with regards to the actual load times.  Also worth mentioning is that the E3 demo that we showed, allowed for 30 min of straight gameplay without the player ever experiencing a load time.  We expect similar results in the finished product.

Our Vicious Engine supports streaming of a variety of elements including geometry, music, and VO.  This feature allows for faster load times when entering a building interior or when background loading regions of geometry and textures as you are playing.  And, since our levels are built to take advantage of our room/portal system as well, it also makes it easier to stream in these areas of the game in the background without seeing geometry pop in.

QJ: Speaking of factors that can make or break a portable game, a lot of attention has been drawn to the PSP’s lack of a second analog stick, what kind of control layout are you looking at for Dead Head Fred that will circumvent this potential problem.

Peterson: I will go into more about the lack of the right analog stick when I answer the next question pertaining to camera control.  

As far as the control layout is concerned, the D-Pad allows you to control your inventory. Right and Left on the D-Pad scrolls through available Juices in your inventory.  Juices are mainly created from worms you find around the world and some juices can also be acquired via bartender missions. Juices are temporary power-ups that increase FredÂ’s abilities for a brief period of time.  Some health items are also available by accessing these controls.  Down on the D-Pad uses the currently selected Juice, and Up on the D-Pad activates the Rage Mode.  Rage Mode basically allows Fred to become an even deadlier opponent – itÂ’s basically a fury of vengeance and rage that he uncorks on the local riff raff.

The face buttons are currently set up as follows: X is jump, Square is a standard attack, Circle is your special attack, and Triangle interacts and performs actions.  

Left Trigger brings up head selection dialog which you then use in conjunction with the face buttons to select a head type.  Right Trigger brings up the aiming function and free look mode.  

Start opens the Pause Menu where the Inventory is located.  

Button combos are also utilized for special kill moves for each head type. Decapitation also has its own set of button sequences.

Finally, mini-activities all have separate controls based on their individual gameplay mechanics.  

QJ: We understand you’ve put a lot of work into designing the camera for Dead Head Fred, can you tell us a bit about it works to provide the best possible view of gameplay?

Peterson: One of our main concerns in creating a 3rd person action game for the PSP was the lack of a right analog stick and we decided from the beginning that we would have to completely overhaul our camera system to compensate for this.  The last thing we want people having to do is fight then camera when they should be fighting the enemies in the game.

Our robust camera system allows the player to run around the environment, fight enemies, overcome obstacles or dexterity challenges, and so on. While accomplishing those goals they can rest assured that the camera will take care of itself.  

There are also other camera modes supported with certain head types. These specific camera modes are primarily used for targeting purposes when using a head that has ranged combat. For example, with the Scarecrow Head, you have a closer camera view that allows you to aim and launch your flaming crows towards your enemy.  

QJ: Will the game feature voice acting?

Peterson: Yes.  As we are finalizing the script, we hope to line-up known voice talents for key roles in the game.  All characters, no matter how small a part, will have speech.  We look forward to working with some of the industryÂ’s finest VO talents to round out our cast and we are in discussions with a few well known actors to narrate and voice our main character.

QJ: Will the game’s story unfold via use of pre-rendered cut scenes or in-game cinematics, or perhaps some other method of storytelling?

Peterson: Fred uses inner monologues and narration to tell the story from his perspective.  Other story elements are unveiled via in-game cinematics so that we donÂ’t ruin the playerÂ’s sense of immersion.

QJ: Could you tell us about the functions of the various heads and how we’ll be able to put these functions to use in the game world?

Peterson: Let me go into just a few of the head possibilities, since theyÂ’re too numerous to discuss.

The Mutant head helps you survive radiation fields. The Scarecrow head lets you float on the water. The Stone Idol head makes you sink underwater. The Shrunken Head lets you get into tight spaces and glide along high wires. The Corpse head allows you to inflate with air and hover over obstacles; you can also fill it with water or gasoline to generate different effects and attacks.  The Dummy head allows you to interact with citizens without scaring them out of their minds.  

There are other heads that give you other capabilities as well. This is just a taste of what will be available.

QJ: How about a little bit more info about the way combat works in the game? Also, we’ve heard tell of um, head combos… what are they and how do they work?

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Peterson: Combat varies widely throughout the game.  There are melee attacks and ranged attacks depending on what head youÂ’re using.  You can advance a melee attack into a special kill combo by grabbing an enemy – this kill move also changes depending on which head you have equipped.  You can also utilize stealth mode to decapitate an enemy.

One head combo that comes to mind combines the Stone Idol head and the Corpse Head.  If you execute the Corpse HeadÂ’s “Hellatosis attack” (a green puff of toxic nastiness) and combine that with “Ground Pound” from the Stone Idol head, the attacks combine to create a “Hellatosis Shockwave” that will emanate farther than the standard “Ground Pound” and poison every enemy within its radius.

Another additive attack that can be accomplished involves the Scarecrow head.  You can take a normal crow (yes, the bird), pull it from your head and throw it at an enemy.  If you send the crow through a fire in the environment it becomes a flaming crow and burns your opposition to death.

These are just a few examples of FredÂ’s arsenal of attacks.

QJ: We understand the heads are upgradeable as well, how does this work and what kinds of upgrades will we see?

Peterson: Each permanent head has the ability to be upgraded.  You can upgrade heads by visiting Sam Spade in the graveyard outside of Dr. SteinerÂ’s Castle (this is at least one of the places you can find him).  

Prior to visiting him however, you need to collect Upgrade Worms.  You then give the worms to Sam Spade and he gives you different head upgrade options in exchange.

Some of these upgrades include increasing your hit points, increasing attack damage, new attack variations, increased resistances, and increased ammo capacity.

QJ: What drove your decision to go without a traditional HUD, and how will pertinent information such as health and ammo status be conveyed to the player?

Peterson: Screen real estate is limited on the PSP and we didnÂ’t want to waste any of it on unnecessary HUD elements, if at all possible.  That isnÂ’t to say that we donÂ’t have menus – because we do.  But while playing the game itself, within the 3D environment, we have tried not to clutter the display.  That way you can see more of the world and the enemies that you are attacking.  

For example, while you are in the game environment, health is displayed on your backpack.  Your backpack starts off with a green LED on it, that goes to yellow, then to red and blinking red – in that order.  You die – again – after you get below the blinking red stage.  Health can be regenerated by wearing your default Jar head (if you have the necessary upgrade) or by collecting Worms that you make into Juice.  You use the Juice to replenish your health at opportune moments throughout the game.

Some HUD items are also context sensitive.  For example, some HUD items show up briefly, display information and then disappear so not to clutter the gameplay space.  Ammo counts will most likely be handled in this manner as well.

QJ: Could you please tell us a little bit about the Vicious Engine that powers Dead Head Fred, what sorts of things graphically and technically does it make possible on the PSP?

Peterson: The Vicious Engine empowers us, and other licensed developers, to push the technical envelope of the PSP.  

A few of the graphics features that we are taking advantage of are the use of effects such as full screen glow and stencil shadows for static and dynamic objects.  We have also taken as many features that we have made on higher-end platforms and transitioned them to the PSP, making it even more competitive looking.  

In addition to those graphical features, we recently added more physics capabilities to our technology in the form of rigid body and water/buoyancy simulation.  We plan to make use of these new features in Dead Head Fred while continuing to optimize and extend the Vicious Engine physics feature set.

All in all, our technology is a proven tool set for developers and because it was already robust, we were able to rapidly prototype many features and enhancements that we are now taking advantage of in our products.

QJ: How big and interactive are the environments, will players be encouraged to explore them?

Peterson: Environments are very large and interactive, especially for a PSP title.  

Exploration is important, not only to accomplish missions and sub-missions, but to also discover secret areas, items, and so on.

You may find some areas where you canÂ’t progress further until you acquire a certain head type.  When that head is acquired you can return to that area and continue to explore previously inaccessible areas of the map.

There are also many locations where you can play and compete in the mini-activities.  For example, you will find that there are numerous Dirty Pool hall locations around Hope Falls.  The same holds true for other mini-activities as well, so that the player can benefit from playing against different opponents, entering different tournaments, and unlocking the ability to gamble for higher stakes.

QJ: Can you shed a little more light on the mini-games?

Peterson:  The mini-activities are actually embedded in the game itself.  You travel to different locations on the map to play or partake in these games.  Some activities are actively tied into missions and story progression.  They are also a good source of in-game income.

The mini-activities include: The Feather Dome (mutant rooster fight club), Dirty Pool (billiards), fishing, pinball, Gran Ratissimo (rat racing – a lot like dog racing, but with rats and traps) and Consensual Sax (a jazzy music game).

QJ: Will there be any multiplayer modes at all or is Dead Head Fred strictly a single player game?

Peterson: Dead Head Fred is strictly a single player game.  Since this is a brand new intellectual property, we wanted to make sure that we executed that portion of the game well, prior to trying to include multiplayer modes.  The last thing we want to do is detract from the single player experience.

QJ: How long would you say the single player experience is?

Peterson:  It is fairly lengthy for a PSP game, but we donÂ’t have exact numbers yet.  Off the cuff, I would say we are shooting for 10-15 hours – most likely closer to 15.  Granted that estimate could also differ depending on how much time you spend playing the mini-activities.  Some of them are so much fun, you might want to play them more often than the game requires.

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QJ: With the advent of the PSP and the Xbox 360 with their out of the box internet connectivity, console gamers are rapidly becoming more accustomed to downloadable demo’s, are there plans for any sort of downloadable demo for Dead Head Fred?

Peterson: We would like to support this feature much like Loco Roco has.  If we do release such a demo it will be closer to the end of the gameÂ’s development because I would want it to be a true representation of what the final game will offer.  

QJ: Not many games since Wipeout Pure way back at the PSP launch have taken advantage of the systems Wifi connectivity and built in memory card storage space for post-release downloadable content, is this something that might be considered for Dead Head Fred?

Peterson:  Downloadable content is currently not a feature that is planned for this version of the game.  We had hoped to support it back when we started the development of the product, but with everything else we are trying to accomplish we had to make the decision to pass on this as an option.

QJ: More and more it seems developers and publishers are exploring the possibilities of cross-platform media  to bring their creations to life, whether it be in the form of comics, cartoons and even movies, are there any plans for something similar for Fred?

Peterson: Time will tell.  We are definitely open to that as a possibility moving forward.  At this time however, there havenÂ’t been any decisions made to cross market the intellectual property.

QJ: If you’ll indulge a question that’s perhaps a little off topic, what PSP games have you seen that impressed you either from a creative or a technical standpoint? Any office favorites?

Peterson: Personally, I enjoy games like Syphon Filter, Tekken and Daxter, just to name a few.  They have all impressed me in their own way and are starting to make the PSP into a very viable platform for gamers and game developers alike.  After all, we all want the best experience possible.  

Loco Roco impresses me from a creative standpoint and demonstrates that the PSP can have off the wall products that exist just for the fun of it.  

Gamers want games that are going to enrich their platform experience (i.e. on the PSP); they donÂ’t want rehashed games they could have bought on their PS2 or another system.  We as developers need to provide that sector of the market with engrossing and rich games that are unique to the platform and also push the technological envelope – and Dead Head Fred is going to do just that.

QJ: Any parting words for our readers?

Peterson:  Thanks for inquiring about Dead Head Fred and we hope that everyone enjoys the information in the article. Now what are you waiting for?  Go place your pre-order!!! 😉

QJ: Thanks so much for your time!


As always guys we’d love to hear your comments and thoughts, I’ll be going through the comments below and I’m pretty interested to find out what guys think of Dead Head Fred thus far.

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