“Always make your work be personal and you never have to lie."

FRANCIS FORD COPPOLA

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INTERIOR/NIGHT is a multi-award-winning video game studio located in London, England, focused on creating approachable and mature, multiplayer story-driven experiences.

Established in 2016 by Caroline Marchal (known for her work on Heavy Rain and Beyond: Two Souls), the studio comprises a diverse team of professionals from games and film.

INTERIOR/NIGHT's debut project, the critically acclaimed multiplayer crime drama As Dusk Falls, made its debut in 2022 and received numerous accolades, including winning at The Game Awards 2022 in the 'Games for Impact' category, being nominated for a BAFTA for Debut Game, and being an Official Selection at the 2022 Tribeca Festival.

As Dusk Falls released for Xbox, PC and Steam in July 2022 and will launch for PlayStation 4 and 5 on March 7th 2024.

LEADERSHIP TEAM

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CAROLINE MARCHAL

CEO AND CREATIVE DIRECTOR

The first game Caroline played was about a young adventurer firing mini-guns and exploring ancient ruins — Lara Croft - and she thought: “Ok games are actually not just about jumping from platform to platform and collecting coins. This can be for me”. Then she tried Metal Gear Solid, which blew her mind with its originality and creativity. Psycho Mantis …

Since then, Caroline has never stopped being fascinated by how story and gameplay can work together to create compelling, emotional experiences.

After leading the game design team on the critically acclaimed Heavy Rain and Beyond – Two Souls, she moved to London with her family and worked at Sony London Studio, notably on Blood and Truth. In 2016, she decided it was the right time to take a big risk and founded INTERIOR/NIGHT. She hasn’t regretted it since!

 
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CHARU DESODT

STUDIO DIRECTOR

The vibrant, roller coaster ride of games development is Charu’s calling. Never one to take the path well-travelled, she turned her back on the world of finance and instead embraced becoming Sony London Studio’s first female engineer. Her initial role was a core programmer on Sony’s SingStar franchise. Since then she has earned her stripes developing console and mobile games at a mix of studios; from Microsoft to start-up independents.

Her superpower is an unwavering confidence in the potential of both an ambitious vision and a fearless, passionate team. Impossible is nothing!

Her games are characterised by their innovation and ability to challenge industry norms, so teaming up with IINTERIOR/NIGHT to more uniquely creative and bold games is a natural fit.

Her accolades include BAFTA Breakthrough Brit, MCV Top 100 Women In Games and a Game BAFTA for Originality.

 

GERARD MILEY

ART DIRECTOR

Coming from a classical animation background, Gerard is a highly experienced Art Director, with over 25 years’ experience working in the entertainment industries of Games, animated Film and TV.

His vast experience in digital media and his traditional artistic abilities make him a distinctive creative in visual story telling.

Gerard has collaborated with Ubisoft Massive Entertainment on Tom Clancy’s Division 2 and with Lucasfilm on the recently announced Star War Outlaws.  

 
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RON DE FEIJTER

TECHNICAL DIRECTOR

Originally educated as a mechanical engineer Ron changed course to start working on his true passion around the time he finished his PhD, and thus moved into video games. After working with Sony on PlayStation 3 games back in his home country The Netherlands, he moved over to London to join Sony’s London Studio in 2010. During his time there he worked on a range of titles including various Wonderbook titles, and the successful VR Worlds and Blood and Truth games before moving on to INTERIOR/NIGHT. 

For INTERIOR/NIGHT the story is always king. But we also know that we need the nuts and bolts behind it to make sure the players can focus on the content. Therefore, as the Technical Director, Ron and his team work tirelessly on the tech that makes the games work including our bespoke production tools and pipelines. Ron has been part of the Interior Night team right from the start of the project.  

 
 

MAY WONG

LEAD GAME DESIGNER

Growing up in a big family, games were a big part of May’s childhood. Her most fondest memories were playing Secret of Mana and Tiny Toon Adventures: Wacky Sports Challenge on the SNES with her siblings with lots of laughs, screams and giggles.

May believed that gaming is one of the great ways to bond with others and games should be accessible by all ages. She moved to London from Hong Kong in 2008 to join the EyeToy group in Sony London Studio to make games which serve that purpose with the EyePet and WonderBook titles.

In 2017, May joined INTERIOR/NIGHT as the first full time employee. There was a lot of brainstorming sessions and prototyping from the start and now As Dusk Falls is in the wild she loves seeing the reactions of those who have played on something she spent 5 years of her life on!

 

BRAD KANE

NARRATIVE DIRECTOR

Brad is an Emmy-winning screenwriter and narrative designer who first discovered adventure games on an Apple IIc computer in the mid-80s. He wrote his first screenplay at age 16, and sent it off to a Hollywood studio that responded with two words: “Keep trying!”  (And he did.)

Ten years later, he found himself working as a producer at Pixar Animation Studios, where everything he learned can be summed up in one word: collaboration. He took that credo into all his subsequent projects, working with talented teams to create games for Telltale, Sony, Netflix, Electronic Arts – and of course INTERIOR/NIGHT.

Narrative games are the ultimate storytelling challenge. They have to be authentic, compelling, meaningful, and tender — but also deeply logical, almost algebraic in their design.  That's why Brad’s work with INTERIOR/NIGHT has been so creatively satisfying, as the team works to evolve the complex (and collaborative!) art of prestige interactive storytelling.