Thanks for joining us! SILENT HILL: Townfall looks terrifying in the best way. Could you please provide a brief overview of the game and what awaits players in St. Amelia?
Jon McKellan, Writer and Director: SILENT HILL: Townfall is a narrative-driven horror game where the protagonist Simon Ordell finds himself in a town he’s unfamiliar with, but is somehow asked to ‘come back to’ in order to ‘make things right’.
It’s set in the town of St. Amelia—an island town off the coast of Scotland—and it’s a full-length game with a unique mix of stealth, evasion, combat, and puzzle solving, all presented in first-person perspective; a first for the series.
Silent Hill has one of the most devoted fanbases in horror. What were your core goals in creating a full-length, self-contained entry, and how did the team go about defining what makes a Silent Hill game a Silent Hill game?
McKellan: Silent Hill means a lot of different things to different people. As with any franchise that’s not only been around for so long, but has also been so experimental, we find that everyone has their own touch points depending on when and how they fell in love with it.
For me personally, it was the first game back in 1999 on PS1 that got me hooked, and the series continued to inspire my own work in the years to come. For other folks, they joined it this decade and discovered these originals as ‘retro cult classics’! We saw this not only in the development team, but in the fan base too.
When we started the project, we asked what Silent Hill meant to our team members individually, and as expected, we got a lot of different answers. So what we focused on was the common ground; the consistent themes, thoughts, and feelings that transcended the individual games or experiences. There was a lot to unpack, and it was a lot more than just “it has fog!”
The stories were subjective and always up for debate. The atmosphere was dense and tension-driven, rather than full of jump scares. There was a deep psychological element to the horror, where even the creatures you encountered were entwined with the stories and their protagonists.
Could you please describe the role Sequencer and Unreal Engine's in-engine animation tools played in bringing the cutscenes to life? How much of that work happened directly in-engine?
Gandola: All of our in-game cinematics use Sequencer, along with some other in-world items that needed to be animated in sync with audio, triggered by bespoke or dynamic moments, while keeping it neatly separated from all other game and mission logic. Sequencer's Event Track allowed us to control and sync world events such as lighting changes reliably.
We used in-engine animation tools for fast iteration throughout the entire development of the game, ranging from blocking to last-minute touch-ups or polishing—although we prioritized using Maya where the animators had the most experience with the existing tools, while keeping in touch with the engine-side tool updates which we are sure we'll lean on more going forward.
The CRTV is a clever replacement for the series' radio. You've talked about building its look by playing real footage back out through physical CRTs and pocket televisions. Which Unreal Engine tools helped you bring that analog feel into the game?
McKellan: Building the CRTV content was a very hands-on and craft-driven experience, and as with all things being built outside of the computer like this, it could be very liberating and exciting to work on!
The process involved running final footage of a cutscene or gameplay into the real CRTVs and broadcast monitors we’ve collected over the years, distorting those signals on playback with various techniques, and then filming the result. The contents were then played back as Bink video files and rendered into the materials of the CRTV.
We could play the video texture back in a complex material that would handle additional static, cross-fade multiple video clips running in parallel, and even mask out the static from the upscalers so that the glitchy and erratic video is not smoothed out and ‘made pretty’ by upscalers and frame blending: it takes a lot of time and effort to make footage look this bad!
Creating the original sequences to pipe into the signal flow was a mix of live gameplay, custom sequences, and cutscenes, and used heavily tweaked camera shake assets to build a realistic handheld feel for those shots. The external process with the real TVs would simply add texture, and allow me to ‘perform’ the noise, static, and signal degradation in time with the scene contents. I could have static intensify on certain lines of dialogue by ‘playing’ the cable inputs like an instrument. The most fun you can have while breaking TVs!