At Develop:Brighton final week, Remedy’s Sam Lake mirrored on three a long time of sport improvement, sharing the interior workings of his position as one of many studio’s inventive administrators, why collaboration and teamwork is vital, and how video games are one of the best outlet for exploring deep, intricate narratives.
Lake joined Treatment in 1996 as a author on Remedy’s first sport, Demise Rally. He was the only real author on Max Payne and Max Payne 2 earlier than he was joined by Mikko Rautalahti and Petri Järvilehto to write down the screenplay for Alan Wake.
Lake realised “a task in directing would make plenty of sense with the expertise and involvement” he had within the improvement of the studio’s portfolio up till that time, and it was throughout Alan Wake’s American Nightmare that he took on the position as director, and subsequently inventive director.
Significance of collaboration
Throughout the hearth chat, Lake shared his enthusiasm about collaborating and working with different inventive minds. He famous that as a improvement crew grows, it will get exhausting to work with everybody. That is what led to him working “very intently with a core crew” the place they might “work collectively on the imaginative and prescient and each facet” of a sport like Alan Wake 2.
Lake co-directed the sport with Kyle Rowley, and they each labored intently with artwork director Janne Pulkkinen to take care of the imaginative and prescient of the sport. Additionally they labored with cinematic and dwell motion director Anssi Määttä and Clay Murphy, who Lake co-wrote the sport’s screenplay with.
“There may be all the time a associate to bounce issues again and forth and it makes it better,” he mentioned.
“I felt that I used to be stretched so skinny in the course of the making of Alan Wake 2, however on the similar time, it will have fallen aside if there had not been these devoted companions in all of the completely different areas. That is a sort of partnership in my thoughts, discovering a technique to collaborate, talk about, and have that belief in a relationship.”
In it collectively
Sustaining these partnerships, Lake mentioned, is a prime precedence in the course of the inventive course of.
“In making video video games and the enterprise of it, making an attempt to make it actually environment friendly and all, there may be all the time this hazard that making video games turns into an Excel sheet,” he defined. “When folks begin to grow to be numbers to be moved round, particularly in inventive work, it is actually essential and important that individuals can work collectively.”
He famous, nevertheless, that this does not all the time work.
“There are numerous actually brilliantly gifted folks who completely cannot work collectively, even when they might need to. It simply does not click on into place and they get in one another’s method, annoy one another, which slows issues down. The most effective sort of a partnership is to seek out somebody who makes you better and gives you power.
“In inventive work, it is actually essential and important that individuals can work collectively”
“When you have the correct of a associate, when you are feeling down, they’re feeling up and give their power to you. When concepts are bouncing again and forth, when you already suppose that that is one of the best model [an idea] will be, the opposite individual has one other thought and that makes you go like, ‘Yeah, yeah yeah! Wait, truly…’ and that is what I like in regards to the work. When you discover somebody who gives you that, then you need to maintain onto it.”
He added: “It will possibly really feel like a burden typically when you have a factor in your head and it may be a frustration when individuals are not getting it. However it does return to communication. It’s good to be making an attempt to actively discover these companions who I used to be speaking about earlier, to make it better, construct it up.”
Matthew Porretta and Ilkka Villi
Lake highlighted how he carries this sentiment into working with actors on Treatment tasks.
“I actually like collaborating with folks I study to know – even to the purpose of bringing again the identical actors and writing one thing particularly for them. Like figuring out what they will do rather well, what does not fairly work with them, and having that information in my head once I’m writing the screenplay.”
Right here he introduced up long-time collaborators Matthew Porretta and Ilkka Villi, who each painting Alan Wake. Porretta voices Alan, whereas Villi is the character mannequin and performs as Alan in live-action scenes, which Porretta dubs. Having labored with them for thus lengthy, Lake wished to “give them a possibility to be the total package deal”.

“They’re sensible of their collaboration,” he added. “However that is an enormous a part of how Management’s Casper Darling was born, as a result of Matt all the time has a twinkle in his eye and is extra relaxed in comparison with Alan, who is extra stiff as a personality.
“And it was the identical with Ilkka in Alan Wake 2. The character of Thomas Zane, as we discover him in [the game] was nearly like: ‘Let’s begin with the concept of what can be the alternative of Alan’. We had improvisational classes to seek out the character with Ilkka, and he introduced plenty of these concepts that Zane may very well be extra female and actually touchy-feely, and [we] constructed the character out of that.”
What a Treatment sport seems to be like
Lake defined that his strategy of working with the identical actors who encourage him can be how he approaches arising with story concepts.
This naturally advanced into the idea of the Treatment related universe, which options Alan Wake and Management. Max Payne and Quantum Break are solely vaguely alluded to owing to IP possession constraints with Rockstar and Microsoft.
The studio’s shared universe is “an echo and continuation” of sure narrative parts from its video games. As as to if this prevents Treatment from making video games not related to Alan Wake or Management, Lake mentioned it truly “gives you plenty of materials to mess around with”.
Detailed lore, callbacks, and inside references are what makes a Treatment sport… a Treatment sport.
“[Alan Wake] is tailored to herald completely different mediums and artwork into the combo”
Lake boiled it right down to utilising completely different mediums to inform a fancy story. “Going all the way in which again to Max Payne, the motivation was how can we, throughout the limits that now we have, make a correct, deeper story within the context of an motion sport?”
This was achieved by making a graphic novel with voiceovers, as technical limitations on the time meant cutscenes lacked emotional depth. Lake famous that this use of a distinct artform inside a sport was the catalyst for experimenting with others in future titles, with Alan Wake being the fruits of this concept.
“The lore [of Alan Wake] is about artwork in several varieties, altering or shaping actuality. In some methods, it is tailored to carry completely different mediums and artwork into the combo.”
Lake emphasised that there all the time must be a motivation to carry, say, a musical sequence into the fold – an concept that has been on his backburner since Management, and solely simply made the minimize for Alan Wake 2.
Navigating disappointment
Lake recalled that not having the ability to get that musical second in Management was disappointing, however he tried to not dwell on it.
“In an fascinating method, usually these disappointments and frustrations of not having the ability to do a sure factor… it is by no means misplaced,” he defined. “And that is me as a inventive director, comforting the crew who are sometimes very upset about this stuff. However look, this concept is not going wherever. The truth is, it is likely to be that it finds a a lot better dwelling someplace alongside the way in which.”
Working example: the troubled historical past of creating Alan Wake 2, which was caught in improvement hell for 13 years.
“The frustration of years and years and years of making an attempt to make Alan Wake 2 occur and it not taking place, being actually annoyed and upset each time we tried and failed. However, I am so comfortable these variations did not find yourself being Alan Wake 2 as a result of they had been so removed from what we had been capable of do now.”
Lake mentioned that ruminating on what cannot and does not occur can result in the crew getting caught “in a unfavourable loop”.

“It begins to tug the entire crew down. Primarily based on expertise, each time we run into an impediment the place one thing that we had deliberate just isn’t working […] it is a possibility to make what we’re making better. We will go in, rethink, and give you a brand new plan and make it better than the previous one.”
This circled again to the significance Lake places on crew communication, in understanding why issues can or cannot work and how you can strategy these points with a degree head.
“When you’re collaborating with folks who do not get [an idea] or have an opposing viewpoint, it is essential that you hold explaining your view to allow them to perceive. And the flip aspect is asking questions, as a result of folks can very simply say: ‘No, we won’t do this’. That is a very dangerous method of speaking. As a result of if you do not perceive why one thing cannot be achieved, it looks like the opposite individual is absurd or unreasonable (even when they’ve a very good motive) and you’ll be indignant and annoyed.”
“When you perceive [something doesn’t work], out of the blue it is a lot simpler to simply accept, nevertheless it’s additionally simpler to grasp how you can get round it.”
Utilizing completely different mediums
Overcoming these obstacles was essential in the course of the improvement of Alan Wake 2, which featured plenty of experimentation.
Referring to the present points surrounding synthetic intelligence, Lake mentioned Treatment “very purposefully” utilised sensible results for Alan Wake 2’s live-action parts to spotlight the significance of “quaint” methods.
For instance, the crew bodily constructed 1:1 units of the sport environments for filming live-action scenes. Additionally they created particular results which might have simply been achieved digitally, with Lake highlighting that the vortex used when gamers change between characters was produced by mounting a gradual movement digital camera on prime of a blender.
“It is insane to do bodily stuff when it is a sport that is absolutely digital to start with, however the identical goes with actors – having nice, great actors do the performances, it brings a lot emotion and believability into the entire world.”

Lake mentioned that by bringing in actors, musicians, and artists to collaborate with the event crew, they might create one thing really distinctive.
“I am a fan of all these completely different artwork varieties. I am a complete beginner in every little thing, therefore bringing in collaborators. However I really feel that my mission as a inventive director and maker of video games is to discover and discover new methods of bringing these [different mediums] in.”
“On prime of that, now we have the interactivity which makes a sport a sport. It brings the participant in and makes them part of piecing all of it collectively and experiencing it. I actually imagine that video games as a storytelling medium are, if not already, within the strategy of turning into essentially the most superior type of storytelling people have give you due to how a lot there will be when it comes to worldbuilding and storytelling. How deep can you go as a participant into this expertise?”
Not being held again by one style
Along with creating deep, multi-layered video games, Lake appreciated how the medium lets builders discover a wide range of genres when making a story.
“There isn’t any rule set. We will experiment, carry in several issues. Perhaps they don’t seem to be all the time profitable, however that can normally spark a brand new thought to take additional. It is best to all the time discover your personal voice in that, discover what excites you, then attempt to discover a method of utilizing that as a part of a sport.”
Lake mentioned that “having the ability to hop round and do our model” of various genres made him realise that “when one thing is de facto formidable, it is normally not a style factor […] it is taking part in round with style conventions”.
“If you have a look at Alan Wake 2, now we have our police procedural, now we have our psychological, very Lynchian horror factor, action-y, supernatural, all-out comedy, musicals – all of those parts. Having that move by retains it contemporary and retains everyone engaged and extra conscious.”
Embracing Finnish tradition
Apart from style, Lake realised that as he has “grown previous and grow to be extra nostalgic,” he is understood the advantage of implementing features of the studio’s Finnish tradition into its video games.
“We are usually impressed by well-established issues and that is superb and vital, however we needs to be trying nearer to dwelling and drawing [ideas] from that,” he mentioned.
“All of us come from completely different international locations, all of us have our personal cultures and mythologies. I believe there’s a treasure there as a result of even when we really feel sure issues are a complete cliché and the viewers in our personal nation have seen it so much, globally in lots of circumstances that is by no means been seen earlier than.”
For instance, in Alan Wake 2 there may be the 20-minute Finnish quick movie Yötön Yö (Nightless Night time), which has an accompanying, unique tune additionally carried out in Finnish. Lake identified that trying on the sport’s knowledge, 1 / 4 of one million gamers have watched the complete movie, which is totally optionally available (and missable).
“Given at this time’s market the place competitors is so fierce, you have to have parts that stand out and are completely different,” Lake added. “I will likely be placing extra Finnish stuff into our video games for certain, till somebody tells me it is an excessive amount of and then I’ll take a step again. However not earlier than.”
Wanting again
Reflecting on three a long time of labor is an enormous ask, however Lake emphasised that he is happy with each sport and achievement since Remedy’s inception.
“It truly is the general journey, as a result of I do really feel that each one the concepts are knowledgeable by what got here earlier than,” he mentioned. “A query that’s usually requested is: ‘If you might return and say some recommendation to a youthful model of you’ – it does not make any sense to me as a result of I would not be me if I had been given one other path at that time.”
“All of these issues that curiosity me and I am wanting to place in [games] are due to every little thing that has occurred so far.”
Which is why he’s most happy with producing Alan Wake 2. “It was a really private challenge, and I did throw myself into it to an unreasonable diploma. I wished to be concerned in all these completely different areas, which I wager was irritating to a number of the manufacturing realities.
“However on the similar time, I am so very happy with what we had been capable of do with it and obtain.”