Prerelease:The Walking Dead (Windows)
This page details pre-release information and/or media for The Walking Dead (Windows).
Contents
Pre Walking Dead Prototype
In The Walking Dead 10th Anniversary Documentary, released on April 24, 2022,
Skybound Games unveiled for the first time brief snippets of footage from the prototype of what would eventually become The Walking Dead.
The project initially began as a standalone game set in the Left 4 Dead universe. Telltale Games approached Valve Software to explore the possibility of creating a more narrative-focused game, but the idea did not progress. They later pitched the concept to Robert Kirkman at a convention, who showed interest in the idea. As a test, Telltale developed several set pieces and characters, complete with voice acting.
The prototype footage, shown in Documentary, is framed in a first-person view. The character designs are very cartoonish in nature, contrasting even with the final game's comic book-inspired art style. Although the zombie featured closely resembles their final design, the survivors used in the prototype are clearly repurposed from different projects, as evidenced by the protagonist who reuses the model for Marty McFly from Telltale’s Back to the Future games.
While the audio is too low to clearly discern what the characters are saying, it’s evident that voice acting was included at this stage in development. A modified version of the prototype's morgue was later repurposed for Episode 5.
Prototype | Back to the Future |
---|---|
Episode Screen Notes & Changes
During the game's release, episodes were sold separately as downloadable content (DLC) through digital stores. Often, the icons used for these episodes featured pre-release models, assets, or simply slight alterations. It was also discovered that in the .txmesh files for Episode 2, there is a very small leftover texture that appears unusually stretched. When adjusted, it reveals early mockups of the thumbnails for each episode, which, just like the digital store icons, feature small differences from the ones seen in the retail game.
Episode 1: A New Day
- The prototype thumbnail depicts the drug store seen in the final game, as well as a white man wearing a hat who is wielding an axe in one hand and the hand of a little blonde girl with long hair in the other. Next to them is a man with spiky hair and glasses. All three are fleeing, while two walkers appear to be pursuing them.
- The icon uses a screenshot taken directly from the debut trailer of the game. The only noticeable differences are that the room is much darker, making it difficult to see the furniture, and Sandra's blood is bright red instead of black, it is also missing the motion blur seen in the trailer.
- The final in-game diorama closely resembles the original concept art, it depicts a clean, unboarded version of the drug store with Lee, Clementine, and Carly running away from danger. Unlike the concept art, the final version does not feature any walkers, though they do appear in gameplay.
Mockup | Icon | Debut Trailer | Final |
---|---|---|---|
Episode 2: Starved For Help
- The mockup version is a rough draft featuring an early model of Lilly, evident from her differently shaped mouth, thinner eyebrows, slimmer head, and more pronounced neck muscles. The background consists of many generic shapes and a stock photo of two businessmen having a heated argument.
- The Episode 2 icon features the same early model of Lilly, but this time her head has a more natural shape and her eyes are a brighter shade of brown. The art style takes on a more realistic look, characterized by realistic shading, lack of the signature comic book pencil lines, and very pronounced wrinkles. Notably, Lilly is looking to her left instead of forward, and the characters are depicted with their appearances from Episode 1.
Mockup | Icon | Final |
---|---|---|
Episode 3: Long Road Ahead
- The mockup displays a very rough draft with several handwritten notes. Unfortunately, the texture resolution is too low-resolution to discern most of the messages.
- For Episode 3, the icon features the final composition, with a few notable differences. The diorama shows the sun shining brightly through the trees and a huge splat of blood from a walker being struck by the train. The background repurposes assets from the St. John Dairy Farm, as evidenced by the presence of orange leaves, the same fence models, and a tree trunk with an axe. Notably, the second train track is missing from the background, and both the train and trees are not casting any shadows. Given the odd angle of the train relative to the environment, it's possible that the image was made with an image editing software such as Photoshop.
Episode 4: Around Every Corner
- The mockup features Christa, Kenny, and Lee in a square hole with a ladder, sealed by cell bars. It reuses the same walker silhouettes from Episode 1's concept art. Interestingly, this mockup is much more faithful to the final version seen in the game's diorama compared to the one shown in the debut trailer.
- In a similar vein to Episode 1, the icon for this episode uses a screenshot taken directly from the Debut Trailer of the game. Despite the scene never being depicted that way in the episode, as Christa and Kenny are not present during this sequence.
- The only difference between the icon and the final version is the overall harsh sunlight. Additionally, the manhole appears to be much deeper and lacks both the ladder and the ridges on the walls. The characters are shown wearing their Episode 1 costumes. Christa and Lee are depicted looking toward each other instead of in different directions.
Mockup | Icon | Debut Trailer | Final |
---|---|---|---|
Episode 5: No Time Left
- The icon for Episode 5 remains largely unchanged, with the only differences being the ever-present intense sun rays and Clementine now looking at the dead walker instead of away from it.
Mockup | Icon | Final |
---|---|---|
Marketing
Debut Trailer
In the Debut Trailer released on March 20, 2012, various moments from the game's story are depicted, roughly in chronological order. These scenes primarily showcase events from Episode 1, with a few set pieces from Episode 2 and 3.
- Characters sport their look from Episode 1 regardless of their point in the story.
- Christa is present for many of the scenes despite not being introduced up to that point.
- The trailer, along with other promotional material, features a scene where Lee, Kenny, and Christa are trapped in the sewers while walkers roam above ground. Although a similar scene eventually occurs in Episode 4, neither Kenny nor Christa are present in that sequence.
- At the 0:40 mark, there's a scene set in a forest where Lee, Kenny, Ben, and Christa are present near the bear trap area. Ben appears horrified, while Lee restrains Kenny, who is reaching out toward Christa, who has a gun pointed at her head, the scene ends with her pulling the trigger and seemingly taking her own life. However, this scene or anything similar never actually occurs in the episode.
- A set piece from Episode 3 is shown, featuring Lee, Kenny, Lilly, Glenn, Doug, and what appears to be Hershel gathered around a fireplace. However, by this point in the story, Doug should be dead, Glenn is no longer with the group, and Hershel never actually joins the group.
Early models
Many images in the marketing material showcase early models of the characters.
Early Lilly, Kenny, and Glenn
In the Episode Status menu, the typical Telltale screen that displays the episodes a player has acquired, made obsolete by the release of the "Complete First Season" edition, a texture called "ui_menu_store_episodelist"
serves as the background for the episodes list. In this texture, polaroids of early models of Lilly, Kenny, and Glenn can be seen.
ui_menu_store_episodelist | |
---|---|
Appstore Clem
The App Store page for the game displays a render featuring a Clementine model that is significantly different from the one seen in the final game. This model lacks the watercolor textures and comic book pencil lines, shading under the neck and nose, and features smaller eyes, different colored lips, and a slightly darker skin tone. Additionally, Clementine's hat is shown in a lighter, washed shade of purple with white lines around the brim. Lee remains mostly unchanged, with the only difference being that he is depicted wearing light green jeans instead of his dark brown pants.
Appstore showcase image | Final | |
---|---|---|
Concept Art
400 Days
Concept artists for the 400 Days DLC are Jesse Maccabe, Derek Stratton, and Gray Rogers. Of the three, only Maccabe's contributions can be confirmed, as there are quite a few that can be found on his personal site.
Art | File Name | Notes |
---|---|---|
Jessemaccabe wd400Days truckStopMood01.jpg | A mood piece depicting the five protagonists (and Becca) walking towards the truck stop. Shel appears to have much longer hair than she does in her final appearance. Bonnie appears to be wearing the jacket her concept art depicts, which isn't what she wears in the final game. Vince also seems to be wearing a leather jacket of some kind. A zoomed-in version of this piece became its banner on most storefronts. | |
Jessemaccabe wd400Days truckstopConcept01.jpg | Two pieces depicting the truck stop, here still known as "Gray's Truckstop". In the final game, it appears as "Gil's Pitstop". Most of the other signage, such as the "eat" and "Red's Diner" signs remained identical from concept to final. For the bottom piece, the light blue truck on the left is still shown as part of the barricade there in the final game, but at no point are there are cars shown in front of the diner like this. | |
Jessemaccabe wd400Days truckstopConcept01A.jpg | Same as above, but only the top piece. | |
Jessemaccabe wd400Days truckstopConcept01B.jpg | Same as above, but only the bottom piece. | |
Jessemaccabe wd400Days truckstopConcept01C.png | These pieces depict the truckstop once again, but now in the post-apocalypse, after Shel's group has taken residence there. The top artwork shows the barricade made around the truckstop. The hanging plants also appear here as seen in the final game. The sign still bears the name "Gray's Truckstop". The bottom artwork is more interesting, as it depicts a raised walkway from the roof of Pitt's Market to the neighboring garage, while also going over a stationary truck. This walkway is completely absent in the final game, and the garage door is never shown opened. | |
Jessemaccabe wd400Days truckstopConcept02.jpg | The top piece of the truckstop art, but now with a purple-ish tint. | |
Jessemaccabe wd400Days truckStopConcept03.jpg | Two pieces of truckstop art, now in a greenish tint very similar to how it actually appears in the final game. | |
Jessemaccabe wd400Days truckStopConcept03A.jpg | Same as above, but only the top piece. | |
Jessemaccabe wd400Days truckStopConcept03B.jpg | Same as above, but only the bottom piece. | |
Jessemaccabe wd400Days truckStopConcept04.jpg | Two pieces of truckstop art, with natural lighting, but depicted as overrun with walkers. Very notable is the fact that the RV to the left is now gone. In the final game, Shel only leaves the truckstop with said RV based on choices made. | |
Jessemaccabe wd400Days truckStopConcept05.jpg | Same as above, but lacking color. | |
Jessemaccabe wd400Days truckStopConcept06.jpg | Various black-and-white pieces of truck stop art. The top and middle left pictures appear above, but without walkers and flies. The bottom left and right pictures depict the same scene as above, with the walkers and the raised walkway. The left picture is unaltered, the right highlights just the walkers and walkway. The three other pictures on the right appear to be close-ups on parts of the artworks on the left. The top one is a zoom-in on a hole in the barricade wall, seen from the outside. The middle artwork also depicts this hole, but seen from the inside, and the third one depicts debris all over the place, notably also showing the RV parked in the garage door with an opened door. This placement seems to suggest that in the other images with the walkway, the garage door is open because the RV has driven away, the debris in the second variation seems to imply that the RV (presumably driven by Shel) would've gone right through the plant/garden setup. Another small difference is the fact that the vending machine appears properly against the wall in the art, whereas it's pulled away from the wall in Shel's story. | |
Jessemaccabe wd400Days noticeBoard01.jpg | The notice board from which you pick your characters. According to Jesse Maccabe, he created all the interactable 2D art for this asset. Also present is a silhouette for Tavia. | |
Jessemaccabe wd400Days noticeBoard02.jpg | A more detailed look at all the notices pinned up. While the layout remains mostly identical to how the board appears in the final game, there are numerous small differences.
| |
Jessemaccabe wd400Days photos.jpg | A separate look at the protagonists' pictures, showcasing their design changes more clearly. Wyatt's early picture still appears in the final game, at the very end of the DLC when the characters burn their pictures, Wyatt's picture uses this early design. | |
Jessemaccabe wd400Days prisonBusConcept.jpg | Design variants for the prison bus in Vince's story. Design B appears in the final game. | |
Jessemaccabe wd400Days prisonBusConcept.jpg | Designs B and D, as well as the layout of the bus' inside. | |
Jessemaccabe wd400Days cornField01.png | This piece depicts the penultimate scene from Bonnie's story, where she hides from her unseen, flashlight-wielding assailant behind a tractor in a cornfield. Once again, Bonnie is depicted in a jacket more similar to her concept art, rather than the one she wears in the final game. |
The following pieces of concept art are sourced directly from The Walking Dead: The Telltale Definitive Series' concept art gallery:
Development/Release Timeline
2012
- March 16 - IGN releases the very first teaser trailer for the game.
- March 20 - Telltale Games release the game's debut trailer.
- April 9 - Telltale Games release the pre-order offer trailer.
- April 24 - Episode 1: A New Day releases for PS3 in North America, and on PC/Mac worldwide.
- April 25 - Episode 1 releases on the PS3 in Europe.
- April 27 - Episode 1 releases on the Xbox 360 worldwide.
- July 26 - Episode 1 releases on iOS worldwide.
- June 27 - Episode 2: Starved For Help releases on Xbox 360 worldwide.
- June 29 - Episode 2 releases for PS3 in North America, and on PC/Mac worldwide.
- July 6 - Episode 2 releases on the PS3 in Europe.
- August 29 - Episode 2 releases on iOS worldwide.
- August 28 - Episode 3: Long Road Ahead releases on PS3 in North America.
- August 29 - Episode 3 releases for Xbox 360 and on PC/Mac worldwide.
- September 7 - Episode 3 releases on the PS3 in Europe.
- October 18 - Episode 3 releases on iOS worldwide.
- October 9 - Episode 4: Around Every Corner releases on PS3 in North America.
- October 10 - Episode 4 releases for Xbox 360 and on PC/Mac worldwide.
- October 17 - Episode 4 releases on the PS3 in Europe.
- November 8 - Episode 4 releases on iOS worldwide.
- November 20 - Episode 5: No Time Left releases on PS3 in North America.
- November 21 - Episode 5 releases for PS3 in Europe, on PC/Mac, iOS, and Xbox 360 worldwide.
2013
- February 25 - Writer Gary Whitta appears on the Up At Noon show hosted by IGN, where he hints at an upcoming release for The Walking Dead by saying: "You won't have to wait for season two to play more Walking Dead".
- Unknown - Inbetween the teaser and the release of the original trailer, Telltale would post Vines teasing each protagonist. Due to Vine becoming defunct, these aren't available in their original format. However, the teasers for Vince and Bonnie can still be found.
- June 11 - IGN releases the trailer for the upcoming 400 Days DLC.
- July 2 - The 400 Days DLC releases on PS3 in North America.
- July 3 - The 400 Days DLC releases on PC/Mac worldwide.
- July 5 - The 400 Days DLC releases on Xbox 360 worldwide.
- July 10 - The 400 Days DLC releases on PS3 in Europe.
- July 11 - The 400 Days DLC releases on iOS worldwide.
- August 20 - The 400 Days DLC releases on PSVita worldwide.