
Until Dawn
GameBy Supermassive Games · Released Aug 25, 2015
Until Dawn is an interactive drama survival horror video game. It was originally planned as a first-person game for the PlayStation 3's motion controller PlayStation Move, but the motion controls were later dropped when it became a PlayStation 4 exclusive game.
Connections
Each row is a game or company named alongside Until Dawn, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Aug 25, 2015
- Developer
- Supermassive Games
- Publisher
- Sony Computer Entertainment
- Genres
- Adventure
- Platforms
- PlayStation 4
- Links
- Wikipedia
Game data from IGDB.com
Documents about Until Dawn
September's Packed Schedule
September’s release calendar is densely packed, with a cluster of high-profile titles slated for mid-to-late September across multiple platforms.
- The U.S. gaming market grew to 212.3 million players in 2026, an increase from 205.1 million the previous year.
- September features a highly competitive release calendar, with major titles like Marvel’s Wolverine (Sept 15), Dune Awakening (Sept 22), and a cluster of releases on Sept 24, including Silent Hill Townfall and Dragon Quest XI S, strategically scheduled to avoid the November launch of Grand Theft Auto VI.
- The Tokyo Game Show (Sept 17–22) is driving a surge in Japanese software releases, with multiple titles from publishers like Konami, Capcom, and Square Enix launching immediately following the event.
Session:Using High-Quality Cinematics To Nail Your Pitch Without Breaking The Bank - Robert Craig.
The presentation outlines a methodology for creating high-quality, cinematic game pitches and trailers using Unreal Engine 5, emphasizing efficiency and cost-effectiveness.
- Unreal Engine 5 tools like Nanite and Lumen allow developers to bypass traditional, time-consuming workflows such as retopology, enabling high-quality cinematics to be produced with minimal budgets and small teams.
- The Metahuman framework, combined with digital casting via 3D scan libraries, allows for efficient creation of realistic characters by ingesting raw scans into the Metahuman rig for shading and animation.
- A physically based lighting and camera workflow—matching real-world lux values for specific times of day to engine directional lights and HDRI—creates consistent, cinematic results that are easily adjustable shot-to-shot.
Paralysing Fear: Player Agency Parameters in Horror Games
"Paralysing Fear" examines how horror games manipulate player agency, arguing that the experience of fear in these games depends on carefully calibrated constraints and affordances rather than on content alone.
- Horror in games is produced less by content than by calibrated constraints and affordances that restrict or open up what the player can do, and the report proposes an Agency Parameter Model to analyse this.
- The model organises agency into three hierarchically arranged categories: Player Character Parameters (physical and psychological), System Parameters (technical and material), and Player Parameters, all encapsulated by Staging.
- The framework was built from hands-on play, fieldnotes, and recordings of six horror titles, including Amnesia: The Dark Descent, Dead Space, and Until Dawn, and is grounded in qualitative humanistic analysis.
Companies behind it
As the documents state it.

