Quarry. Building on the Legacy of Until Dawn – IGN First


I mean you must be tired, I know I am. I think our imagination is a much bigger genre than people think it is to be able to portray and evoke what is a very visceral emotion and in the new medium of interactive narrative, horror is really kind of… I love horror, so for me it’s something I’ve always wanted to do, but it’s a very, very good area for our studio to start doing these things, but that doesn’t mean we’re going to stick with it forever, it means, I think that’s our bread and butter at the moment, we’re like making movies right now, and if we were, I hope it’s the wrong cat, initially it was a PS3 game with a mobile controller. But a lot of the mechanics were PS3, and when we got to Gamescom, a lot of the feedback was that people wanted to be able to play the game without a controller, but it was really strong in terms of the actual narrative, so we remade it for PS4, so it took a lot more time than we thought it would, and it was a lot of putting this stuff together, and we found our way through the darkness. We’re a little bit…Quarry. Building on the Legacy of Until Dawn - IGN First

… I think the biggest problem is… …
Quarry. Building on the Legacy of Until Dawn - IGN First
The feeling of teenage terror… … So Before Dawn is definitely very, very purposeful…
Quarry. Building on the Legacy of Until Dawn - IGN First
… It’s not cliché, but we definitely pushed it into the teen horror stereotype… …
Quarry. Building on the Legacy of Until Dawn - IGN First
We did the exact same thing with this… … There’s a sense of humor in it, there’s a sense of lightness, it’s like a date movie, it’s Friday the 13th, it’s It’s not dark horror, it’s more humorous, and I think that’s the biggest thing I think we’re straddling teen horror and creature feature films, in Before Dawn it was two and now it’s four and we’re definitely pushing it to be more of a classic teen horror that we can think of We put the four together and then we went and wrote the script and we wrote a full like a movie script 100 page script where we put all the characters in and we could develop our character style and once we had that script we could start thinking about how to break it into a full 10 hour experience and I think we really wanted to take that level of relationship further than we did with Before Dawn, where all the choices are not just choices about what you’re going to do. All of the choices are not just choices about how you’re going to survive, but also your relationships with other people and your relationships with other people, and those things also affect how you play the game and also your whole story because you go through a big part of what people expect now, and we try to be as honest as possible when it comes to what choices you’re going to make. Literally, we don’t want to fool anybody, if I choose this, I have to legitimately expect this outcome from what I choose, even if it’s bad, and when you look back on it, you think, oh yeah, maybe I should have thought of that, so there’s a lot of that, there’s a lot of that that really works.
Quarry. Building on the Legacy of Until Dawn - IGN First
I think that’s a big part of how we’ve moved forward is that we’re now designing games in a much more iterative way so when we write the script and start putting it together and designing it, we can play it through and iterate on it, which means we don’t have to um, we don’t have to go all the way to the actual production so I think it’s more complicated now that we’re in studio developed our own mega-tool that we can put together storyboards and scripts that are ready to play and then take all of that out when we’re shooting We’ve gone way beyond where we used to be with our performance capture technology as far as the nuances and the fine scans of the characters and we have a wonderful cast and we want to be able to capture them and their acting and their ability to be able to portray those things so we really worked hard on that and it’s definitely seven years ago seven years ago the technology has come a long way there’s a company in Los Angeles, California called Digital Domain who made Thoros for The Avengers and they developed an amazing facial capture and animation system that uses machine learning so there’s actually There was no animation and we went in there and scanned all the actors and then Digital Domain basically, they had scans of all the different expressions and then when we shot them, they had distinct dots on their faces and their big AI system would interpret their performance, take all the shapes from their shape library and blend them together and do