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DGC Ep 378: Alan Wake Bonus Interview with Sam Lake!
Manage episode 399703633 series 125338
Welcome to Dev Game Club, where this week we return to our series on Alan Wake with a special interview with Sam Lake, Creative Director at Remedy Entertainment. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Podcast breakdown: 0:52 Interview 1:02:20 Break 1:02:50 Outro
Issues covered: getting started with PCs and TTRPGs, starting out as a writer, starting with a positive audience, Greyhawk/Temple of Elemental Evil, coming out of the demoscene, teaming up with Apogee, finding ways to insert story into games, selling the IP due to its success, knowing they'd have the ability to make something new, second album syndrome, concepting tons of ideas to make the dream game, themes that stuck around, wanting a flawed main character whose not an action hero, writing a story about the creative process, inspirations, post-modern writing and games, how to work within the grab bag of design elements, the sauna crew, making hard decisions, a sense of relief, retaining the story and thematic elements, pulling out a victory, having a different feel because of all the extra built stuff, supporting conflict and action, keeping character motivations in sync with player expectations, early game management, adding transmedia elements and tools, using voiceover to guide the player, integrating more video, the talk show, blending those elements well to expand the game world and character, extending the value of the Easter egg, making the connection between the games a surprise, the Remedy-Connected Universe, dreaming up characters with the actor in mind, the musical number, leveraging Easter eggs, Tim's streaming commitments.
Games, people, and influences mentioned or discussed: Death Rally, Max Payne, Control, Commodore 64, Petri Järvilehto, Dungeons & Dragons, Apogee/3DRealms, Duke Nuke'em, George Broussard, Scott Miller, Dark Justice, Rockstar, Janos Flosser, Hitman, IO Interactive, Stephen King, On Writing, David Lynch, Twin Peaks, Paul Auster, Bret Easton Ellis, LOST, Hideo Kojima, Quantum Break, Matthew Porretta, Courtney Hope, Illka Villi, James McCaffrey, Old Gods of Asgard/Poets of the Fall, Tim Schafer, Ken Levine, BioShock, FireWatch, Gone Home, Sam & Max, David Wolinsky, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time: ???
Notes: I did not edit out GameThing's Season 8 theme, since they have apparently already let people know that was what is coming next.
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
420 episodes
Manage episode 399703633 series 125338
Welcome to Dev Game Club, where this week we return to our series on Alan Wake with a special interview with Sam Lake, Creative Director at Remedy Entertainment. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Podcast breakdown: 0:52 Interview 1:02:20 Break 1:02:50 Outro
Issues covered: getting started with PCs and TTRPGs, starting out as a writer, starting with a positive audience, Greyhawk/Temple of Elemental Evil, coming out of the demoscene, teaming up with Apogee, finding ways to insert story into games, selling the IP due to its success, knowing they'd have the ability to make something new, second album syndrome, concepting tons of ideas to make the dream game, themes that stuck around, wanting a flawed main character whose not an action hero, writing a story about the creative process, inspirations, post-modern writing and games, how to work within the grab bag of design elements, the sauna crew, making hard decisions, a sense of relief, retaining the story and thematic elements, pulling out a victory, having a different feel because of all the extra built stuff, supporting conflict and action, keeping character motivations in sync with player expectations, early game management, adding transmedia elements and tools, using voiceover to guide the player, integrating more video, the talk show, blending those elements well to expand the game world and character, extending the value of the Easter egg, making the connection between the games a surprise, the Remedy-Connected Universe, dreaming up characters with the actor in mind, the musical number, leveraging Easter eggs, Tim's streaming commitments.
Games, people, and influences mentioned or discussed: Death Rally, Max Payne, Control, Commodore 64, Petri Järvilehto, Dungeons & Dragons, Apogee/3DRealms, Duke Nuke'em, George Broussard, Scott Miller, Dark Justice, Rockstar, Janos Flosser, Hitman, IO Interactive, Stephen King, On Writing, David Lynch, Twin Peaks, Paul Auster, Bret Easton Ellis, LOST, Hideo Kojima, Quantum Break, Matthew Porretta, Courtney Hope, Illka Villi, James McCaffrey, Old Gods of Asgard/Poets of the Fall, Tim Schafer, Ken Levine, BioShock, FireWatch, Gone Home, Sam & Max, David Wolinsky, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time: ???
Notes: I did not edit out GameThing's Season 8 theme, since they have apparently already let people know that was what is coming next.
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
420 episodes
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