Joel: She’s also our native expert on Dead Space lore as well. Since Dead Space already has an established story, a lot of what I’m doing is updating the script for Isaac to be a speaking character, including revisions to conversations and scenes as well as updating the audio logs, text logs, journals, item descriptions, and generally anything that involves text. Jo: My official role is Senior Game Writer, so I’m responsible for the script. I work with the VFX, lighting, and other types of artists to put narrative moments together. The way I’ve approached this project is similar to some of the things I’ve done in the past, except for, as most Dead Space players know, the cinematics are almost all done in-game or in-engine, so my take on the role here is essentially an in-world cinematic director. My previous experience has been in cinematics, and I previously worked on things like some of the more recent Star Wars games as a cinematic director. Joel: I’m the realization director on Dead Space remake, which is a new title for our studio. ROH: Hello and thanks for speaking with us about the project! Can you talk about your roles and duties on the Dead Space remake? We chatted with Joel MacMillan, the Realization Director of the game, as well as Jo Berry, the Senior Game Writer for the project at Motive Studio, and had an enlightening discussion with them about the remake and the horror genre in general. In anticipation of the Dead Space remake coming out later this month, we sat down with two of the lead developers on the project to get some insight into what kinds of approaches they took while creating the remake and the future of the franchise going forward.
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