SAM LAKE QUOTES

video game writer (1970- )

I think that in general -- well, at least it's true for me -- you tend to put something of yourself into the story as a whole. Not necessarily in any character, you understand. But you've got your own way of looking at the world, and that naturally will affect how you craft a story.

SAM LAKE, interview, Eurogamer, Feb. 18, 2010

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Tags: writing


Prose is an art form, movies and acting in general are art forms, so is music, painting, graphics, sculpture, and so on. Some might even consider classic games like chess to be an art form. Video games use elements of all of these to create something new. Why wouldn't video games be an art form?

SAM LAKE, interview, Apr. 25, 2004

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Tags: video games


Well, we look for sources of inspiration in pop culture in general. It's very important for us that, when it comes to storytelling, we don't look into other video games. We'd rather look into other mediums -- movies, television series and books -- for sources of inspiration.

SAM LAKE, interview, Eurogamer, Feb. 18, 2010

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Tags: inspiration


Some actors, more and more these days, have some experience with motion capture. Maybe the biggest thing for an actor who hasn't had past experience in this is explaining that we are of the high quality and fidelity that you don't need to overact. That's often their kind of feeling that we'll lose so much in the process that we need to make it big. That's no longer the case. We are finally at the stage where we essentially have digital doubles of the actors. Every small thing and every flaw, in a way, is translated on screen in real-time and in-game.

SAM LAKE, "Quantum Break: Remedy's Sam Lake Talks Quantum Break And Alan Wake 2", Game Informer, Jun. 21, 2013

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Tags: actors


The way you write dialogue is the same whether you're writing for movies or TV or games. We use movie scriptwriting software to write the screenplays for our games, but naturally we have things in the script that you would never have in a movie script -- different branches and optional dialogue, for example. But still, when it comes to storytelling and dialogue, they are very much the same.

SAM LAKE, "Alan Wake writer Sam Lake on the creative process", The Guardian, May 4, 2010

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It's also very important to make sure that the main character and the player are completely in synch.

SAM LAKE, interview, Eurogamer, Feb. 18, 2010

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