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CMON Previews Tiles From Night of the Living Dead: A Zombicide Game

When creating the tiles for the Night of the Living Dead: A Zombicide Game, artist Henning Ludvigsen did his best to recreate the actual sets used. He really goes all-out when creating these pieces, not simply throwing together whatever, but actually doing what he can to remake the real house used in the movie on your tabletop. Check out his process in this article.

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Henning Ludvigsen's amazing artwork was featured along the years in many game tiles and boards, including multiple CMON games like Bloodborne, Trudvang, and Narcos. His process of creating full settings in 3D prior to finalizing the artwork in 2D is, to say the least, impressive. Today's update explores Henning's process in recreating such a famous setting for the Tiles of Night of the Living Dead: A Zombicide Game. Without further ado, we pass the word to Henning himself!

As a lifelong fan of horror movies, getting the opportunity to work on a Zombicide game based on THE most influential zombie movie that set the standard for the genre in all media was a big deal for me. Re-creating and adapting locations from my favorite movies or tv series and fitting them into the boundaries of board game designs is one of my absolute favorite challenges and activities. I strive to make the locations look as familiar to the original references as possible. I often find myself geeking out when realizing what I’m working on.

The game is based on the all-time classic original black and white movie, and even though we were at some point discussing making the board in black and white and experimented with a few different color variations, the final decision landed on a colorized yet slightly muted take, which I believe was the right choice! Luckily for us, there’s a colorized version of the movie available on the net that proved to be immensely useful.

Still, we need the players to feel at home in the Night of the Living Dead universe, so I tried keeping the color schemes somewhat muted and not take up too much attention. I did this by mostly relying on making the environment as similar as possible to the movie.