Tristan and Oliver put on their warmest parkas and their creepiest clown mask as they head up to the snowy Washington Lodge, ready to slice Supermassive Games’ blockbuster, choice-driven, survival horror Until Dawn up into these three bits:
The Lodge - Evaluating the level design of the game’s most iconic and recurring central space;
Boom, Butterfly Effect - Discussing characters, narrative, replayability, and the thin line between life and death;
Previously on Until Dawn - The ease of catching up and the pacing offered by recaps, totems, and The Analyst;3-Bit Design: @3bitdesign
Creating the atmosphere of Until Dawn - Staff, MCV
Until Dawn - Observations on Interactive Drama Design ➣ RagnarRox - RagnarRox, video essay
Until Dawn: Anticipation as Horror - Shelby Carleton, Game Developer article
‘Until Dawn’: An Interactive Horror Story - Joelle Jacoski, Medium article
Supermassive Games' top three rules for narrative-driven horror - Danielle Partis, Games Industry.biz (article)
Experimental Games: Critique, Play, and Design in the Age of Gamification - Patrick Jagoda (book)