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description: Silent Hill Series Producer Motoi Okamoto says the franchise is envisioned like a premium TV series, where each studio gets creative freedom instead of a...
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# Interview: Konami Envisions Silent Hill Like a Premium TV Series

**[80 LEVEL](https://daily.dev/sources/80lv)** · 17 min read · 0 upvotes · 0 comments

## Summary

Silent Hill Series Producer Motoi Okamoto says the franchise is envisioned like a premium TV series, where each studio gets creative freedom instead of a strict story bible. Townfall, developed by Screen Burn and released September 24 for PS5 and PC, is the first full-length Silent Hill built entirely in first person. It is set on an isolated Scottish island in 1996 and centers on a handheld device called the CRTV for interpreting unstable signals. Director Jon McKellan explains first-person let the team avoid 'broken scale' environments needed for third-person cameras, making the town itself feel like the main character. Okamoto says this is the first collaboration between Konami, Screen Burn, and Annapurna Interactive.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/interview-konami-envisions-silent-hill-like-a-premium-tv-series-with-various-game-formats>

## Questions this post answers

### What makes Silent Hill: Townfall different from previous Silent Hill games in terms of perspective?

Silent Hill: Townfall is the first full-length entry in the series built entirely around a first-person perspective. Director Jon McKellan says this choice enabled the CRTV mechanic, a handheld device for interpreting unstable signals, and let the team avoid the 'broken scale' environments third-person games require, such as oversized doorways and taller rooms, allowing more authentic, intimate environments.

_Developers studying horror game design on daily.dev can see how perspective choice reshapes environment and mechanic design._

### How does Konami manage creative consistency across different Silent Hill development studios?

Konami avoids giving studios a rigid franchise bible. Producer Motoi Okamoto instead has each team create its own understanding of Silent Hill, tying projects together through shared atmosphere and tone rather than a connected storyline, aiming for a structure he compares to a premium television series where each title explores different themes.

_Teams weighing creative freedom versus consistency across projects can track similar case studies on daily.dev._

### Who developed Silent Hill: Townfall and when was it released?

Silent Hill: Townfall was developed by Screen Burn in collaboration with Annapurna Interactive and Konami, marking the first time the three companies worked together. It released on September 24 for PlayStation 5 and PC, set on an isolated Scottish island in 1996.

_Readers following game industry collaborations and release details can keep up on daily.dev._

## Similar posts on daily.dev

- [Silent Hill: Downfall gets deep into its protagonist's headspace](https://daily.dev/posts/silent-hill-downfall-gets-deep-into-its-protagonist-s-headspace-trvdl0nut) · Game Developer · 1 upvotes · 0 comments
- [Silent Hill: Townfall Uses a Pocket-Sized CRTV as a Core Game Mechanic](https://daily.dev/posts/silent-hill-townfall-uses-a-pocket-sized-crtv-as-a-core-game-mechanic-mywmucr0c) · 80 LEVEL · 0 upvotes · 0 comments
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- [Silent Hill's New Spin-Off, SILENT HILL: Townfall Is Out](https://daily.dev/posts/silent-hill-s-new-spin-off-silent-hill-townfall-is-out-jxpyyknr6) · 80 LEVEL · 0 upvotes · 0 comments
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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#game-design](https://daily.dev/tags/game-design), [#unreal-engine](https://daily.dev/tags/unreal-engine)

[View this post on daily.dev](https://daily.dev/posts/interview-konami-envisions-silent-hill-like-a-premium-tv-series-or8smd4gf)

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