

Five Essential Steps in Remaking 'Silent Hill 2’s Labyrinth
Information
This lecture will be a post-mortem analysis of level creation for the remake of Silent Hill 2. Since 20 years passed between the original and our product, we couldn't simply improve the graphics and cutscenes. Gamers have changed a lot over the years as video games have advanced. As a result, our refreshed version of the game required precise adaptation to new standards. Nevertheless, we had to stay true to the original and we couldn't disappoint our lifelong fans. In this talk, I'll walk the audience through our entire thinking process, showing them a step-by-step analysis of how we created one of the levels. In particular, I will show the key elements that helped us determine what and how to achieve the best result, and I will explain the impact of good and detailed prototyping on saving time and production resources.
During this talk:
Viewers will gain insight into how we created new, engaging levels while fully appreciating the original game by making sure each element tells the main story. They will learn to create coherent and internally consistent levels to get the best possible result both when creating a new IP and a Remake. I will explain how important it is to understand the needs of players, but at the same time how not to become obsessed with it. I will present how we used some of this knowledge when creating levels.
The audience will become more knowledgeable about how symbolism makes the game better and what is the best way to support it. We'll discuss the specific elements of environmental storytelling and analyze how they create mood as the main story improves.
Throughout the speech, I will show the production process step by step and present the stages of work on the game. Participants will see both the early prototype stage and the final result. As we all know, this element of the talks is the most valued and desired by recipients.



