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DisruptorBeam The Walking Dead: March To War


The Walking Dead: March To War

The Walking Dead: March To War

THE WALKING DEAD: MARCH TO WAR is an intense multiplayer mobile strategy game set in the world of Robert Kirkman's long-running comics series, The Walking Dead.

I worked on TWD: March To War at DisruptorBeam as a Mobile Software Engineer from September 2016 through its launch on August 31 and helped to support it post launch through October 11th. My primary role was during that time was to implement features and resolve bugs to prepare it for a global launch and beyond. Several noteworthy features and systems I worked on include:

  • Landmarks
  • Intro Cinematic
  • Objectives (details coming soon)
  • GO-TO: A camera movement and snapping system. (details coming soon)
  • Base User Experience (details coming soon)
  • Extended the internal Tutorial System for TWD (details coming soon)
  • Multiple Tutorials including the New Player Experience (NPE) or First Time User Experience (FTUE). (details coming soon)


Landmarks are locations on the Map players can fight over and control with their Community. The Community that controls a Landmark will gain rewards and benefits while they control it. Players can send garrisons (raiding parties which occupy a distant location for an extended time) to defend the Landmark against other Communities who also wish to control it.

Some of these areas may have a strategic interest to the Community, like hospitals and police stations, while others are powerful symbols of a world gone by. All of them offer useful Community rewards to those who can hold on to them.

Intro Cinematic

This introductory cinematic was built in a very short time period prior to launch. At the time we did not have a camera shot system and we needed one that was data driven, would integrate in with our existing tutorial system, and allowed for quick iteration. Within 2-3 days I built a simple system that would tie in with our data driven tutorials and allow us to specify the sequence of shots we wanted to take place at any given point in a tutorial. Each camera shot had the ability to animate the camera and any property of components on the object the camera resided on.