Martin “Ziggi” Ziegler is one of our Technical Designers and he was already guest in our livestreams like the E3 Gameplay or the first quest. He was born in Prague in Czech Republic and joined Warhorse Studios shortly after the Kickstarter campaign in early 2014.
Do you have any additional questions to Martin “Ziggi” Ziegler? Just ask here.
You can find a Spanish translation of this interview here.
1) Where can we usually find you lurking in the holy halls of Warhorse?
My desk is in the scripter’s department. However, since I need to be in touch with a lot of people all around the studio, I’m running around quite a lot, or I’m sitting in a meeting.
2) How did you hear about Warhorse?
I learned about KC:D when it launched on Kickstarter. That was only several months after I finished my university studies, just when I was looking for an exciting project to join. When I heard about Warhorse, it all came together. I spoke with Tomáš Plch, who had supervised my thesis, until Viktor Bocan replied to me asking whether I would like to mediate between his scripters’ department and Tom‘s AI team. When I came in to do a test, there was neither a computer or a desk for me to do the test on, so I was sat down with someone’s 12“ laptop under a coat rack by the entrance door, presumably to prepare me for how punk this entire development actually is. I came on board two months later.
3) Describe your position. What is it about being a technical designer?
We are where the creative design ambitions meet the more technical development aspects. In the end, we’re here to make the entire game work together as a whole. It requires quite a well-rounded skillset, which is what makes it so attractive to me.
4) Please describe Warhorse Studios:
A picture is worth a thousand words:
5) What is your favorite team activity?
Developing badass openworld RPGs.
6) Describe your usual day at the studio.
I usually come in somewhat later than the early birds and then start the day with a sitrep of what everyone is currently up to within my department. After that, I try to move on with any work that I have on my plate at the moment, which may mean working on the AI scripts, on some internal tools that make our lives easier, or recently also on voiceovers/localisation, and/or wherever else I can help the best at the moment.
7) What are you currently working on?
My most important responsibilities are the openworld systems and mechanics, so I am now reviewing them one by one as we approach our release date to make sure that they will be in a solid shape when we will ship KC:D to the public. For example this week in particular, I am working on how NPCs react to player’s crimes, such as assaulting NPCs, stealing, etc.
8) What do you like the most about Kingdom Come: Deliverance?
For me, it’s an excellent case of how a whole can be larger than the sum of its parts. It’s an openworld RPG, an epic story, a virtual time travel experience, a tactical combat game, a history lesson, and a beautiful digital landscape all in one.
9) What do you think is the most important part in the game?
I think that the realism aspect is what holds the game together. The main storyline is a real historical event and the side quests tackle the social issues that people had at the time. This all takes place in a place that’s reconstructed based on a satellite map. Even very small details in our visual assets are meticulously well-researched. The music is a modern take on a music that would be contemporary to the time. Our combat is based on choices similar to how people had to think about combat in that historic period. We’re very ambitious with the AI in how much we try to simulate. Whatever we put in, we try to think about how that element actually works in reality and start there; we obviously need to compromise a lot, but the ambition to be realistic is what underlies it all and ties it into a coherent whole.
10) How, when and with what platform or game did you first get acquainted with videogames?
I was so little that I have no idea what the console was, but the game was a mono-color, top-down arcade where you first had to drive a firetruck on a highway to a burning building and then navigate the fireman on foot between the flames in order to rescue the victims. I think that the faster you were with the truck in the first stage, the more time you had in the second stage. It’s pretty much the earliest memory that I have at all.
11) What was your most touching video game moment?
Spec Ops: The Line was overall quite intense and it made me think.
12) What video game are you playing right now?
Darkest Dungeon. I haven’t played such a well-designed game in a long time.
13) Which class, gender, or type do you usually pick?
I almost exclusively prefer the longer-range classes, usually casters. I virtually never play melee-damage dealers; I just cannot ever get into their flow.
14) Are there any videogames you repeat playing over and over again?
I finished the original Deus Ex at least six times. I would like to say that it is because you can approach it in so many different ways, but I always end up playing it with pretty much the same build and I make pretty much the same story choices.
15) How do you relax after a hard day at work?
I develop my own small games in my spare time. That may seem like a bizarre way to relax after a day spent developing KC:D at the studio, but developing small, well-focused games actually really does help me to relieve the stress of working on the huge, 5-year, 100-man, wild beast that Kingdom Come: Deliverance is. Other than that, I work out and I love to travel and read.
16) Your favorite music?
Pixies.
17) Your favorite movie or book?
Fight Club and Lost in Translation.
18) Do you have a Bucket List?
I’d like to travel around the world at some point.
19) Is it possible to buy you with candy?
French pastries certainly do increase your chances.
20) Who is your favorite historic character?
Aristotle, Émile Zola, and David Bowie came to my mind as an answer most quickly.
21) If you could say something to the fans of Kingdom Come: Deliverance, what would it be?
Thank you; we really wouldn’t be able to work on KC:D without you.
Do you have any additional questions to Martin “Ziggi” Ziegler? Just ask here.