Remedy's Sam Lake on Collaboration: "Finding Someone Who Energizes You"
In a recent fireside chat at Develop:Brighton, Remedy's Sam Lake reflected on his three decades in the gaming industry, sharing insights into his role as a creative director and the significance of collaboration in game development. Lake's journey with Remedy began in 1996 as a writer on the studio's inaugural game, Death Rally. He went on to become the sole writer for Max Payne and Max Payne 2 before collaborating with Mikko Rautalahti and Petri Järvilehto on the screenplay for Alan Wake. Lake's experience in directing started with Alan Wake's American Nightmare, where he took on the role of director and later became a creative director. During the chat, Lake expressed his enthusiasm for working with other creative minds, noting that as development teams grow, it becomes challenging to work with everyone. This led him to work closely with a core team to share the vision and aspects of a game like Alan Wake 2. Lake co-directed Alan Wake 2 with Kyle Rowley and worked closely with art director Janne Pulkkinen to maintain the game's vision. They also collaborated with cinematic and live-action director Anssi Määttä and Clay Murphy, with whom Lake co-wrote the game's screenplay. Lake emphasized the importance of having a partner to bounce ideas off, stating that it improves the overall quality of the work. Maintaining partnerships is crucial during the creative process, according to Lake. He noted that when people become mere numbers in the game development process, it's essential to focus on collaboration and teamwork. However, he also acknowledged that not all talented individuals can work together effectively, and the key is to find someone who complements and energizes you. Lake applies this collaborative approach when working with actors on Remedy projects. He enjoys collaborating with actors he has worked with before, often writing roles specifically for them. This approach has led to the creation of characters like Casper Darling in Control, who was inspired by Matthew Porretta's portrayal of Alan Wake. The concept of the Remedy connected universe, which features Alan Wake and Control, was also discussed. Lake explained that this shared universe is an extension of certain narrative elements from their games, and it provides a wealth of material to work with. The studio's use of detailed lore, callbacks, and internal references is what makes a Remedy game unique. Lake highlighted the importance of utilizing different mediums to tell complex stories. He cited the example of Max Payne, where they created a graphic novel with voiceovers to overcome technical limitations. This approach has evolved over time, with Alan Wake being a prime example of incorporating different art forms into the game. The development of Alan Wake 2 was marked by experimentation and overcoming obstacles. Lake recalled the frustration of trying to make the game for 13 years, but he was happy with the final result. He emphasized the importance of team communication and understanding why certain things may not work, rather than getting stuck in a negative loop. Lake also discussed the use of practical effects in Alan Wake 2, citing the example of physically building sets and creating special effects. He believes that this approach brings emotion and believability to the game world. By collaborating with actors, musicians, and artists, the development team can create something unique and engaging. In addition to creating deep, multi-layered games, Lake appreciates the freedom to explore different genres. He noted that there are no rules in game development, and experimenting with different genres can lead to new ideas and approaches. Lake realizes that as he has grown older, he has become more nostalgic and appreciative of incorporating aspects of Finnish culture into their games. The inclusion of Finnish elements, such as the short film Yötön Yö, has been well-received by players. Lake believes that drawing from one's own culture and mythology can lead to unique and interesting ideas. He is proud of every game and achievement since Remedy's inception, and he feels that all the ideas are informed by what came before. Lake is most proud of producing Alan Wake 2, which was a personal project that he threw himself into. Despite the challenges, he is proud of what they achieved and is excited to continue exploring new ideas and approaches in game development.