If there’s one thing you learn quickly as a game developer, it’s that innovation is hard. Not just hard to do, but hard to to sell.

Innovation means doing things differently. It means taking risks. It means going way out on a limb with no guarantee of success. It means building engines from scratch, designing levels with tools fresh out of the box and telling stories that, in the finished product, may not make any sense. No one knows this more than Techland, the Poland-based developer behind last year’s tropical island zombie brawler, Dead Island.

Dead Island is a four-player co-op action/horror game, with a fully scripted and acted single-player and co-op campaign set in an open, tropical world filled with zombies and hundreds of customizable weapons with which to kill them. It is huge, ambitious and in order to bring it to life the Techland team literally redesigned its development tools, its game engine and its internal production processes; basically rewiring everything they do.

The result? The Metacritic average for the PS3, Xbox 360 and PC versions of the game stands at approximately a 75, with a user rating of 6.5. Not, in other words, so much of a bang as a “meh.”

Vox Games spoke with Techland’s Senior Level Designer Piotr Pawlaczyk and writer Haris Orkin about the years-long development process; what when wrong, what went right and what they will do when (or if) it’s time to make Dead Island 2.