Behaviour Interactive has revealed how Alan Wake, the protagonist of Remedy’s psychological thriller Dead By Daylight, became part of the Entity’s deadly domain. David Richard, Creative Director at Behaviour Interactive, cited Alan Wake’s atmosphere and narrative as major inspirations during the early development of Dead By Daylight. This existing appreciation made integrating Alan Wake into the game a natural fit.
Clay Murphy, Alan Wake’s Principal Writer at Remedy, echoed this sentiment in a blog post, highlighting the thematic overlap between the two titles. Both games center around characters wielding light against the encroaching darkness, trapped within cyclical narratives and forced to confront their fears. This shared thematic foundation made the pairing feel organic.
“Because Alan was already in the Dark Place, he is outside time. That’s a recurring narrative in our game as well. Once you’re in the world of The Entity, you can meet people from different time periods. The order they’ve been taken doesn’t matter. The Entity is out of time and space.”
Dave Richard
The flashlight, a crucial tool in both games, was pivotal in shaping Alan Wake’s Dead By Daylight abilities. Richard acknowledged the thematic significance of the flashlight and its offensive and defensive applications, mirroring the Survivors’ reliance on light as a means of protection. This thematic resonance informed the development of Perks centered around flashlights, solidifying Alan Wake’s identity as the “Champion of Light” within the Dead By Daylight universe.
The creative teams at both studios meticulously ensured Alan Wake’s authentic representation within Dead By Daylight. John Crossland, Alan Wake’s Principal Character Artist at Remedy, revealed that Behaviour Interactive leveraged existing approved assets as a foundation, blending them with their artistic style to create a cohesive rendition of the character within the Dead By Daylight universe.
Beyond character design, the lore of both games was carefully considered to ensure a seamless narrative integration. Sam Lake, Creative Director at Remedy, expressed appreciation for Behaviour Interactive’s dedication to understanding Alan Wake’s lore and the supernatural elements woven into its narrative. This shared respect for lore facilitated the development of a narrative that organically bridges the two universes, respecting the established canon of both.
“Alan Wake is all about stories, so finding a way to tie the narratives together was important to us. Working alongside the writers of Dead by Daylight, we developed a story that brings the franchises into each other’s orbit in an interesting way. It was a very exciting collaboration for us!”
Clay Murphy
The Dead By Daylight team also shared insights into the internal playtesting process for Alan Wake’s Perks. Richard explained their philosophy of catering to a diverse player base, aiming for a mix of Perks that cater to novice players, offer unique gameplay mechanics, and provide competitive viability. Through iterative playtesting and refinement, the team distilled their initial pool of Perks down to the final three available to players.
It looks like a lot of love and care went into this, so we’re excited to see how it plays out.