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Alan Wake cover

Alan Wake

GameBy Remedy Entertainment · Released May 14, 2010

Documents about Alan Wake

Cover of Exclusive interview with Remedy’s new CEO: “Alan Wake and Control should have sold more"
37 min
The Game Business37 min

Exclusive interview with Remedy’s new CEO: “Alan Wake and Control should have sold more"

Remedy Entertainment is undergoing a strategic pivot aimed at bridging the gap between its long-standing critical acclaim and its historical commercial performance.

  • Remedy Entertainment is transitioning to a self-publishing model to gain autonomy and better align its business operations with its creative identity.
  • The studio is pivoting away from volatile segments like mobile gaming and live-service models to focus exclusively on scaling its existing intellectual property.
  • Remedy aims to improve the commercial performance of its franchises, such as Alan Wake and Control, which historically underperformed relative to their critical acclaim.
The Game BusinessMay 2026
Cover of Sam Lake: "I had to take six months off after Alan Wake 2"
38 min
The Game Business38 min

Sam Lake: "I had to take six months off after Alan Wake 2"

The development of Alan Wake 2 represents a pinnacle of interactive storytelling, characterized by the complex integration of live-action sequences, musical elements, and narrative-driven mechanics.

  • The intense development of Alan Wake 2 required Sam Lake to take a six-month sabbatical to recover from the project's unsustainable production demands.
  • Remedy Entertainment has transitioned to a co-creative director model to support the studio's growth and the management of multiple concurrent projects.
  • The studio is scaling its intellectual properties through strategic partnerships, including a collaboration with Annapurna Pictures to develop film and television adaptations.
The Game BusinessApr 2025
Cover of Building Cognitive Accessibility Into Your Games
62 min
Game Developers Conference62 min

Building Cognitive Accessibility Into Your Games

Cognitive accessibility in gaming centers on the design and implementation of features that enable players to effectively perceive, process, and act upon information.

  • Cognitive accessibility addresses barriers related to information processing, including conditions like ADHD, PTSD, and traumatic brain injuries, as well as situational or temporary needs that affect any player.
  • Developers should implement accessibility features early in the design phase rather than as an afterthought, as this allows for more effective integration of modular and customizable gameplay elements.
  • Key recommended practices include providing manual save options, offering detailed content warnings, sharing accessibility information prior to launch, and conducting regular testing for light and motion sensitivities.
Game Developers ConferenceJul 2024
Cover of The Dark Place of 'Alan Wake 2': Crafting an Evolving Nightmare Dimension
57 min
Game Developers Conference57 min

The Dark Place of 'Alan Wake 2': Crafting an Evolving Nightmare Dimension

The Dark Place in Alan Wake 2 functions as a subjective, looping mental construct that mirrors the protagonist’s fractured psyche.

  • Remedy Entertainment utilized a 'stage gate' process to define strategic goals and manage the production pipeline for The Dark Place, ensuring narrative and gameplay integration through iterative prototyping.
  • To maintain a realistic horror atmosphere, the team strictly avoided scaling assets, leading to the removal of fire escapes due to navigation, collision, and camera issues that could not be resolved without distorting scale.
  • The team implemented seamless teleportation systems to create impossible, looping architectural spaces, allowing the game to transition between small exterior buildings and significantly larger underground interior layouts.
Game Developers ConferenceMay 2024