3 Bit Design

Until Dawn in 3 bits


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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:

  1. The Lodge - Evaluating the level design of the game’s most iconic and recurring central space;
  2. Boom, Butterfly Effect - Discussing characters, narrative, replayability, and the thin line between life and death;
  3. Previously on Until Dawn - The ease of catching up and the pacing offered by recaps, totems, and The Analyst;
  4. Find us on socials:

    3-Bit Design: @3bitdesign

    Oliver - @oliverwauters

    Tristan - @theatrewalker


    Some references:

    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)

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