The first State of Decay game was in Steam Early Access for a very long time. How come the gestation period between the second game and the first game has been so short?
Usually, what you try to do with a sequel is to stand on your own shoulders. If you have created a game that people like to play, and you want to make a sequel, you kind of start using the existing game as a foundation, both technically and from a design standpoint, and then just build on top of that. We didn't have that opportunity with State of Decay because we needed to switch engines. The first game used CryEngine, which was fine for an XBox Live Arcade title, but was not going to scale up to the full AAA title that State of Decay 2 is going to be. We needed a more robust and a more mature engine, so we pivoted to Unreal Engine 4, and that involved us having to start very close to ground zero in terms of the technical infrastructure for the game.