Until Dawn in 3 bits
Description
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;
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)




