The making of As Dusk Falls: “It’s been shit, shit, shit, shit, shit for a very long time”
We often hear that it’s even a miracle game, but that’s a statement I understand much better after talking with the developers of As Dusk Falls, one of my favorite games of the last year. “The script is the equivalent of twelve movies,” Caroline Marchal, CEO and Creative Director of Interior/Night, tells me. “Twelve hundred pages of script. It’s big, it’s very big.” As the team developed this script through countless drafts, they frequented writers’ rooms for three years for As Dusk Falls, but with frequent plot changes, backyard trailer shoots, and the sheer difficulty of reaching the finish line, Marchal and studio head Charu Desodt reflect on how ambitious that was for the studio’s first game.