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GEP pal and UNTIL DAWN co-writer Graham Reznick spoke with Venture Beat about the process of writing UNTIL DAWN with Fessenden. Reznick spoke about everything from the butterfly effect of the game:

“As far as the butterfly effect and the branching narrative, as a filmmaker and a screenwriter, you sit down with a character and a story, and then you immediately think of every possible version of that story at any given moment. You’re trying to find the best path for your screenplay. If a character has to go to the store and buy a loaf of bread, there’s a million ways that can happen. Who’s he gonna run into along the way? Does the store get held up when he gets there?”

To the balance between traditional gaming and surprising storytelling techniques in the game:

“Exactly. There’s a bit of a more traditional gameplay element built in where it’s like, okay, I have to make sure I hurry along this path or else I’m not going to get to someone in time. But then there are a lot of situations where, depending on the conversation you have with someone, it might result in their death almost immediately. You wouldn’t know that going into the conversation.”

To Reznick’s history with video games:

“I grew up on games. I’m 34, so I feel like I literally grew up with games every step of the way, from the earliest consoles on. I played pretty much everything as I grew up as much as I could. I played a lot of computer games, a lot of Sierra games. That was my bread and butter when I was a kid, almost more so than console games at first. Then CD-ROM games with a lot of FMV—We weren’t quite ready yet. Some of those were a lot of fun, but we weren’t ready to interact as deeply as we can with a story now, because of the technology.”

Check out the entirety of awesome interview, originally posted by Dean Takahashi on Venture Beat.