Interview with Dave Owens (Climax Studios)

Date published: 2013.12.19
Source: Climax Studios

Can you please tell us your part in the development of Silent Hill?

I was a Senior Programmer on Shattered Memories. My main responsibility was developing the animation system, and helping the designers and animators to use it to bring our characters to life. I also developed a plethora of gameplay, physics and other systems, including the code that made Harry aim his torch in response to player input.

How did it feel to be working on such a huge IP such as Silent Hill?

As a big fan of the series since the start, it was a huge honour to get the chance to create new Silent Hill games. My first chance to work on the IP came with 0rigins, which was a really exciting experience. Working on Shattered Memories was a real pleasure, as we had a chance to take the series in a new direction, going back to the fundamentals of psychological horror that made Silent Hill so great in the first place.

How did you turn out at the end of game and which Police Officer did you meet? 

One of the terrible things about being a developer is never having a chance to play the games you make from beginning to end in the way they should be experienced. By the time I had a chance to sit down and play the finished Shattered Memories at home, I knew the game inside and out. However, the profile at the end of the game was still uncannily accurate - so much so in fact that to reveal what it said would give away far too much about me.