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Learn: Profession Narrative designer
Learn moreHow As Dusk Falls Was Born

Freelance screenwriter with experience in video games and film. He has contributed stories to acclaimed Telltale Games titles, including The Walking Dead and Game of Thrones. He also worked on Ghost of Tsushima and wrote scripts for Netflix interactive films. He is currently working on several unannounced projects, continuing to develop his skills in writing engaging and immersive stories.
In 2017, Interior/Night was founded with the goal of creating serious, non-linear storytelling. The team sought to move away from traditional action-packed plots and adaptations of popular intellectual properties, drawing inspiration from prestigious series such as Breaking Bad, Fargo, and True Detective. The focus was on creating deep characters and complex storylines, allowing players to immerse themselves in a unique world and make important decisions that impact the story.

Brad Kane emphasizes that projects like As Dusk Falls set high quality standards that are difficult to meet. The studio strove to create a game that would evoke strong emotions in players, regardless of their choices during the gameplay. Kane particularly emphasizes this aspect, considering interactive storytelling a unique way to convey stories. Plot branches create many different versions of the same story, which not only allows the player to feel important but also reveals new facets of their character. Interactive cinema can attract the attention of not only experienced gamers but also those unfamiliar with the gaming industry, as it practically lacks traditional game mechanics and challenges.
The game is an exciting adventure that immerses players in a captivating world filled with interesting tasks and unique characters. During the game, users explore various locations, solve puzzles and interact with other characters, which makes the gaming experience multifaceted and exciting. The game's main objective is to overcome various challenges, develop your character's skills, and uncover the secrets of the plot. Each level offers new challenges, increasing player interest and engagement. As a result, the game provides not only entertainment but also the opportunity to develop strategic thinking and creativity.
Vince Walker and his family move from one US state to another. Along the way, they stop at a motel, where an unexpected event soon occurs: an armed group bursts into the lobby. These men are three brothers who robbed the local sheriff to pay off a large debt. The motel is surrounded by police, and both families find themselves in a dangerous situation. Vince Walker tries to establish contact with the criminals to protect his loved ones, while Jay Holt, one of the robbers, faces an internal conflict. He did not want to break the law and acted under pressure from his older brothers. The player will have to make decisions, playing as both Vince and Jay. The plot deeply touches on the characters' past and present, as well as their future years from now. This gripping story explores themes of choice and responsibility, confronting players with moral dilemmas that can alter the characters' destinies.
As Dusk Falls stands out for its unique variability. In this game, key characters, including the main protagonists, can die early on, creating unpredictable gameplay. This feature makes each playthrough unique and emphasizes the importance of player choice, which influences the development of the plot and the fate of the characters.


When developing the game, the team identified six core principles that contribute to the harmonious combination of high-quality storytelling and non-linear gameplay. These principles ensure deep player engagement with the story and allow them to make decisions that influence the story's development.
Know McKee - "Break" McKee
Robert McKee is a recognized expert in the field of screenwriting and the author of several influential books on narrative structure, the art of dialogue, and other aspects of screenwriting technique. Although not all professionals agree with his approaches, McKee's works are considered required reading at many universities. Among those who have completed his workshops are such renowned screenwriters as Peter Jackson and Akiva Goldsman. Paying attention to his methods helps many aspiring and experienced screenwriters improve their skills and understand the intricacies of creating engaging stories.

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Brad Kane mentioned McKee as one of the renowned screenwriting teachers, but he is far from the only source of knowledge in this field. There are many theorists who can help master the structure of a good story, among which David Howard, John Truby, and Blake Snyder stand out. Aspiring screenwriters also find it useful to study classic works such as Aristotle's Poetics to gain a deeper understanding of the fundamentals of dramaturgy and storytelling. These resources provide the necessary theoretical foundation and inspiration for creating engaging and memorable screenplays.
Screening principles invariably emphasize story structure. Modern writers, including McKee, often use the three-act structure, which divides the plot into three key parts: exposition, conflict, and resolution. The first act, which serves as exposition, introduces the setting and characters. This stage is characterized by calm episodes without sharp emotional swings, allowing the viewer to gradually immerse themselves in the story.
At a certain point in the plot, a conflict arises, often accompanied by an initiating incident. This event divides the main characters' lives into "before" and "after." The characters can no longer return to their previous lives, and they must resolve the problem that has arisen. This process involves increasing tension, periodically replaced by calmer episodes. The key aspect is that each new obstacle for the characters should be more significant and complex than the previous one. As a result, by the time the main plot conflict is resolved, the story reaches a climax, which represents the point of highest emotional tension, leaving a strong impression on the reader.
After the conflict is resolved, the tension gradually begins to subside, and the plot moves toward its conclusion. The story's characters often return to the conditions of the first act, but perceive them differently, as they have undergone changes over the course of the plot. These transformations add depth and layering to the ending, highlighting how experiences and experiences shape each character's personality.
Different screenwriting theorists interpret plot structure differently. For example, according to McKee, the plot is based on the protagonist's internal conflict, and the adventure in the second act serves as a metaphor for overcoming one's own weaknesses and self-improvement. Despite the different approaches, plot structure remains generally similar across all screenwriters, as screenwriters believe this structure allows for the most gripping and interesting story. A good structure helps hold the viewer's attention and ensures a logical progression of events, which is a key element of a successful screenplay.

Brad Kane points out that many Hollywood screenwriters come to the games industry using skills acquired in film. As a result, they create story drafts that feature standard three-act structures that fail to account for the unique aspects of interactivity in games. To improve the situation, one can consider adding variability in incidental scenes that do not affect the main dramatic tension. However, this approach is often ineffective, as the illusory choice does not change the main story and is perceived as something insignificant. This is especially true in the current market, where many high-quality examples of interactive cinema have appeared. Players have become more sophisticated and easily recognize the illusion of choice. To engage audiences, screenwriters must create truly meaningful choices that affect the development of the plot and immerse the player in a unique experience.
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Players demonstrate their sophistication through their interactions with Telltale games. With the release of the first seasons of The Walking Dead, many overlooked the perceived variability of solutions. However, over time, the monotonous structure became more noticeable, negatively impacting the games' reception. The studio's later projects have become the subject of open criticism in reviews. Despite initial success, Telltale's game development faced problems with a lack of depth in gameplay and predictable storylines.

Brad Kane argues that to successfully tell a variable story, it's necessary to "break" McKee's traditional three-act structure. However, this approach requires caution: changes in the tension curve must be justified, otherwise the plot risks becoming chaotic and inconsistent. Therefore, it's important to master the basics of screenwriting, which will allow you to better understand which plot elements can be ignored and which should remain unchanged. For example, the inciting incident plays a key role in the story's development and should not be overlooked. Understanding these principles will help you create a deeper and more engaging narrative.

The first half of As Dusk Falls is a tense and coherent story, with the stakes constantly rising for the characters. However, the chaotic and unsystematic nature of the story can negatively impact the narrative's progression. Avoiding this is crucial to maintaining drama and audience interest.

In the presented In the graph, both lines exhibit variability that can disrupt the narrative structure. The "green" line exhibits spontaneous fluctuations in tension: at the beginning of the story, the characters face a serious threat, after which the situation gradually calms down until the very end. The yellow line appears more orderly, but lacks a clear direction: calm episodes drag on, and then the tension sharply increases and then decreases to zero again. To create a harmonious and engaging story, it is important to consider these aspects to maintain the viewer's interest throughout the narrative. When analyzing the principles of a good plot structure, one can identify a graph that displays the main moments of the story's development. Optional episodes will support the overall vector of the plot and create emotional peaks, regardless of the decisions made by the player. The key aspect is the contrast between calm and tense moments. It is worth noting that certain important episodes will remain unchanged, regardless of the player's choice. For example, the hostage taking of the characters at the beginning of the story is an initiating event that cannot be avoided or ignored. This approach ensures the integrity of the plot and allows players to experience a variety of emotions throughout the game.

Fans of strictly structured three-act plots may notice that among the variety of stories, there is one that most closely follows the principles laid out by Mackey. Kane ironically notes that Mackey himself might have said so. This remark is entirely appropriate in the context of film and other traditional media formats. In games, this becomes a necessary compromise that initially opens the way to creating interactive stories. Players are able to choose forks that may not correspond to the classic plot structure, but in exchange they get the chance to control the destinies of characters, which makes the gaming experience unique and unrepeatable. This aspect of interaction allows players to dive deeper into the story, creating individual narratives and emotions based on their choices.
Character Development
One of the key aspects of compelling stories is the ongoing development of characters. In the process of facing conflicts, the main characters begin to question the correctness of their actions and begin to doubt their beliefs. This uncertainty often becomes a central theme that permeates the entire plot. Questions about free will and destiny, individualism and collectivism, altruism and selfishness create a profound duality that lends itself well to the interactive nature of video games. However, to successfully implement such themes, characters must be carefully crafted so that their internal conflicts and evolutions are compelling and resonate with players.
In films, the protagonist typically has a clear moral stance. However, as the plot unfolds, they may recognize its flaws and gradually change their minds. This internal conflict is the very flaw discussed in the section on three-act structure. Thus, the hero's transformation becomes a key element of the narrative, highlighting their growth and development and adding depth to the storyline.
In a typical rags-to-riches story, the hero's development follows a clear pattern. The plot begins with the hero in dire straits, and throughout the initial portion of the narrative, his situation remains largely unchanged. However, after a key event that serves as the starting point, the character begins to transform. By the climax, he achieves wealth, which significantly impacts his perception of himself and the world around him. This evolution of the hero not only serves as the basis for the plot but also illustrates changes in his inner world, adding depth and complexity to the story.

In interactive cinema, dynamics are not always suitable for all plots. Variability gives the player the opportunity to influence the characters' personalities, at least partially. Therefore, it's important to begin character development from a neutral position, allowing the player to independently shape their character's moral compass. Consider the example of a "rags to riches" story in an interactive format: the protagonist is an ordinary office worker, but a conflict forces him to step outside his comfort zone. At the end of the story, he can either earn millions or be left with nothing. This approach allows you to create a captivating and multi-layered storyline where every player decision matters.

Forks in the plot are not only deeply They not only reveal the character but also provide the opportunity to explore the story's central theme in a multifaceted way. Using Jay, the second protagonist of As Dusk Falls, as an example, we can see how this structure influences the development of the plot and interactions with other characters. Each branching path reveals new aspects of his character and motivations, allowing players to better understand the internal conflicts and choices that shape his path. Thus, the use of branching paths in the narrative enriches the plot and deepens engagement with the thematic elements of the work.
Jay is the youngest son of the Walker family, who experienced feelings of loneliness and misunderstanding from a young age. His parents raised the children with strict principles, placing great emphasis on them. His older brothers inherited these traits, but Jay proved to be an exception, which led to toxic relationships within the family: he was often ridiculed and not taken seriously. When the Walkers faced financial difficulties, the brothers decided to rob the sheriff's house, which became the starting point for Jay's internal transformation. At the center of his internal conflict is the question: can he escape the toxic family dynamic and avoid becoming like his relatives? This story explores themes of self-discovery, the struggle against circumstances, and the desire for freedom.
The writers gradually develop this theme throughout the game, confronting the character with moral dilemmas in each chapter. These conflicts not only shape his moral compass but also heighten the dramatic stakes, which become increasingly significant. This quality is key to successful storytelling, captivating players and making them consider the consequences of their choices.

The player has the opportunity to choose how to play Jay's character throughout the story. From the very beginning, they can refuse the robbery, which, although it will upset his relatives, highlights the hero's inner strength and moral principles. A more restrained approach is also possible: in some situations, helping his brothers, and in others, refusing. Multiple action options create variety within the same story, each uniquely exploring the main theme.

When analyzing story structure, fans of strict scenario theory often point to the presence of the most clear and dramatically precise fork in the road. According to McKee's concept, the primary source of conflict in a story is the protagonist's ethical flaw. Redemption or acceptance of this flaw becomes the true climax of the plot. External conflict in this context serves only as a physical shell for a deeper internal conflict, which emphasizes the importance of the character's internal transformation for the development of the story.
Brad Kane acknowledges this thesis, but emphasizes that the ability for the user to independently explore the themes embedded in the plot is a unique and important aspect of video games. This property justifies the less elegant structure of game narratives. Video games give players freedom to interpret and comprehend the story, which makes the experience deeper and more personal.
Variation and Consequence
Creating non-linear story-driven games comes with a tension between narrative and game design. Developers strive to make the story engaging while providing players with a wide range of choices. It is important to find a balance between the number of meaningful decisions and the integrity of the narrative. Constantly adding forks that change further events can be ineffective, especially for smaller studios with limited resources. Therefore, it is necessary to carefully consider each decision so that it fits organically into the overall structure of the game and enriches the playing experience.
In Interior/Night, each scene contains at least one meaningful choice that affects the perception of the plot. In As Dusk Falls, such moments are designated as crossroads. Not all of these choices result in dramatic changes to the story's progression, but they do provide insight into the characters' personalities and motivations. This approach creates a richer and more interactive experience for players, allowing them to feel involved in the unfolding narrative.

In the second chapter, the Walkers accept the police's terms and release one of the hostages. The choice of whom to release is left up to the player, playing as Vince. The situation is quite tense, as each member of Vince's family has their own serious reasons for early release. His young daughter has already witnessed horrific events that could negatively affect her mental health. At the same time, Jim, Vince's father, has been diagnosed with a brain tumor, and without the necessary medical care, he risks facing serious complications. In addition, by this time, Vince's wife may be injured.
Every decision made entails a number of consequences. Leaving his daughter in a motel could cause serious damage to her mental state, which could affect her life for many years to come. On the other hand, releasing her could lead to a tragedy, as a result of which Vince's wife could be fatally injured. Even if she survives, her husband's choice could have a disastrous impact on their relationship, causing a deep crisis in the family.

Each A fork in the plot opens up new, unique opportunities for the player, creating a sense of complete control over the story's development. This feeling is a key aspect of gameplay. However, if the scenario becomes too complex and branching, it can pose challenges for the development team. Interior/Night used matrices that clearly showed the circumstances under which a particular scene would be triggered, significantly simplifying the project.

The diagram shows that the development of some episodes depends on two decisions made by the player earlier. For example, if Jay was able to convince Vanessa to go to Canada with him and passed the police checkpoint without arousing suspicion, the heroes will successfully reach the mountain. It is important to note that even in such situations, the writers provided additional forks in the road, which makes the story more flexible and interesting. For example, the aforementioned scenario can lead to different consequences depending on whether Vanessa is aware that Jay is a criminal. This adds depth to the plot and allows players to make more complex decisions that affect the outcome of the game.
Parallel Narrative
In modern cinema and TV series, parallel narrative has become a popular technique that allows the viewer to switch attention between different characters. In the game As Dusk Falls, developed by Interior/Night, this method is used in an original way. The story not only moves between different protagonists but also explores the same character across multiple time periods. This creates a unique dynamic, allowing the player to witness Jay's development through different periods of his life, from adolescence to adulthood. Similar techniques can also be seen in projects like Lost, making them particularly appealing to audiences interested in deep, multi-layered narratives. The structure of a game's variable story requires the studio to meticulously craft every detail. Unlike linear series, the writers must consider multiple possible outcomes and plot twists. For example, it's impossible for the player to kill a character and then see them alive and well in the future. However, this doesn't mean that scenes foreshadowing the future limit variability. The player may know in advance that Jay will live for another ten years, but his life circumstances will depend on the in-game decisions he makes. This approach creates depth to the story and makes the gameplay more engaging and interactive.
In the second half of As Dusk Falls, the player controls Zoe, Vince Walker's daughter. This adult girl experiences deep psychological trauma caused by the tragic events that occurred at the motel. Gradually, it becomes known that Zoe is receiving letters from Jay, in which he urgently requests a meeting. Given that he is partially responsible for the horrific events at the motel, which could have led to the death of her parents depending on the player's decisions, Zoe experiences significant anxiety about the possible meeting. This situation highlights her inner fears and insecurities, creating tension in the plot.
The player understands that even after many years, Jay will remain safe. However, the circumstances in which he sends letters to Zoe can change dramatically. The hero can successfully cross the US border and escape to Canada, either alone or with Vanessa. If Jay fails this task, he risks going to prison and possibly receiving the death sentence.
The episode where Zoe and Jay meet includes ten variations, which is the maximum limit for the studio. The screenwriter believes that exceeding this limit is impractical and unprofitable, since it will lead only to variation for the sake of variation, depriving the plot of depth and meaning.
No Bad Branches
Some interactive movie games can contain unsuccessful plot branches and even "gameovers", and such elements often fit organically into the overall gameplay. For example, in the game "Hidden Agenda", players take on the role of a detective who is conducting an investigation throughout the game. In the process, they may not discover the true identity of the killer if they are not attentive enough. Telltale Games' games also feature full-length action scenes that the player must complete; failing to do so will force them to restart from a checkpoint. Such mechanics emphasize the importance of decision-making and influence the development of the plot, which makes the gaming experience more engaging and tense.

The writers at Interior/Night aim to bring elements typical of prestige television series to a game. However, they recognize that such a structure may prove inappropriate for gameplay. As a result, "Gameovers" can disrupt immersion, and unsuccessful plot threads can hinder the creation of a compelling story. It's important to find a balance between interactivity and quality storytelling to provide players with a memorable experience.

Characters in the game aren't always able to overcome all difficulties. In many situations, their success depends on the player's thoughtful decisions and reactions, which can lead to mission failure. These forks in the road must be seamlessly integrated into the characters' story arc. In most chapters of As Dusk Falls, there is a possibility of death for key characters, with the exception of the game's introduction, where none of the main characters die as events unfold before a catastrophic incident.

Brad Kane highlights a memorable scene from As Dusk Falls, where tensions mount in a motel. The protagonist, Jay, faces a choice: attempt to escape or surrender to the authorities. Because Jay plays a key role in the second half of the game, his arrest is unlikely at this point. However, he may find himself under interrogation by an FBI agent. If Jay confesses to his crimes, it could have serious consequences down the road: his confession could become grounds for the death penalty if he is convicted and sent to prison. This intriguing storyline highlights the moral dilemmas and consequences of choices that characters face in As Dusk Falls.
The death of a main character in a story can be perceived as a negative outcome, but this is not always the case. Many outstanding stories conclude with the deaths of key characters, and As Dusk Falls is no exception. Interestingly, the final scene in this game is presented in an unusual way: the player controls Zoey, who meets with Jay at his request. During their conversation, the player has the option to forgive Jay or refuse. If the player chooses forgiveness, Jay will die with a sense of peace—a fitting and emotionally charged conclusion to his journey to redemption. Alternatively, the player has the option to show no mercy and leave Jay in a state of despair before his execution. This choice would be believable for Zoey, given her experiences, and would be a way to express her personal feelings toward the protagonist. Thus, As Dusk Falls offers unique interaction with characters and forces players to consider moral dilemmas, which makes the game deeper and more engaging.

Profession Narrative Designer
You will learn from scratch how to create scripts for games, invent characters, write dialogues and convey ideas through gameplay. You can earn money in game development and implement the game project you've always dreamed of.
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