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;

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)