{"id":659791,"date":"2026-04-01T07:28:19","date_gmt":"2026-04-01T07:28:19","guid":{"rendered":"https:\/\/arcader.org\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip\/"},"modified":"2026-04-01T07:28:19","modified_gmt":"2026-04-01T07:28:19","slug":"a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip\/","title":{"rendered":"A New Destination: How Open Roads Changed Direction And Saved Its Turbulent Road Trip"},"content":{"rendered":"\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"foaf:Image\" class=\"image-style-body-default\" \/><\/p>\n<p>Every road trip has bumps along the way &#8211; unexpected potholes, constant traffic, and extra pit stops. There are stretches of nothingness, and your numb mind tries to pass the time until you reach the destination. Sometimes the open road instills a sense of freedom; other times, you feel trapped. However, the memories that help us power through the tedium often stick \u2013 singing along to a classic, having a heart-to-heart conversation, or observing a surprising sight.<\/p>\n<p>In creating a game about a road trip, you could say Gone Home developer Fullbright experienced these highs and lows at every turn. Two years ago, the debut trailer for its third game, Open Roads, was met with excitement. And rightfully so, as it centered on a mother and daughter\u2019s journey to discover more behind their family history \u2013 a different set of protagonists than we usually see in our video game adventures. The hand-drawn art style popped, but it also turned heads for the top-tier talent cast in the two leading roles: Keri Russell (<i>The Americans, Star Wars: Episode IX &#8211; The Rise of Skywalker<\/i>) and Kaitlyn Dever (<i>Booksmart, Dopesick<\/i>).<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-1.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>The reveal got people talking, and a year later, people were talking again \u2013 but for more complicated and alarming reasons. Multiple allegations of employee mistreatment surfaced against Fulbright co-founder and Open Roads creative director Steve Gaynor, causing him to step down from the project. Outside of the concern for a healthy working atmosphere and the employees that suffered, many questioned if Open Roads would survive the turmoil and not get lost in the wreckage of Gaynor\u2019s negative actions.<\/p>\n<p>A small team wanted to ensure it didn\u2019t, staying on and finishing the game. However, they knew some big changes needed to be made on the game and how the studio collaborated on projects. They needed to put the studio\u2019s previous, damaging leadership style in the rearview mirror.<\/p>\n<p>This is how they got back on the road and found a new route to their destination.<\/p>\n<h2>Changing the Plan<\/h2>\n<p>Open Roads could not continue development as it was. The studio\u2019s bureaucratic structure was hurting everyone involved, and the best option was to remove Gaynor altogether. That wasn\u2019t the simplest decision as he owns Fullbright. When news of Gaynor\u2019s harmful management hit, the Open Roads team posted a statement on Twitter. It stated Gaynor would step down as creative director and transition to a writer on the project. However, that\u2019s no longer the case.<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-2.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>\u201cWhen that last information came out, we were still kind of figuring out what role Steve [Gaynor] was going to play in Open Roads as he still is the company\u2019s owner, so it\u2019s kind of an unusual situation,\u201d says art director No\u00ebl Clark. \u201cBut as of June of 2021, he hasn\u2019t really had any involvement in Open Roads. We\u2019ve taken it and made it our own.\u201d<\/p>\n<p>The next step was deciding which team members wanted to stay at Fullbright. Fifteen employees had already left the project since development started in 2019. So many people came in and out that the developer questioned if there could be a unified vision. The remaining employees started simple, asking who wanted to keep making Open Roads. Then the team had to decide if finishing the game was feasible. Six members thought so. \u201cIt felt like there was still something about the game that we found very compelling,\u201d says engineering lead Aaron Freedman.<\/p>\n<h2>A Star-Studded Duo: Tess and Opal&#8217;s Relationship<\/h2>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip.png\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>Actresses Keri Russell and Kaitlyn Dever have helped bring the characters of Opal and Tess to life, recording at times together and apart. This mother\/daughter relationship is the most important aspect of Open Roads, and it\u2019s something about which Fullbright thought carefully.<\/p>\n<p>\u201cThere aren\u2019t as many mother\/daughter stories out as there are father\/daughter and father\/son stories,\u201d says executive producer Amy Fincher. \u201cA pitfall we see sometimes is because there are so few mother\/daughter stories, they kind of end up being the same story [with] the same conflicts and the same personality types.\u201d<\/p>\n<p>At the start of the game, Opal and Tess are in a good place. There\u2019s a child and parent dynamic, but they\u2019ve built a good relationship. \u201cOne thing that we talked a lot about in the beginning is with a lot of mother\/daughter relationship stories that we see, like Lady Bird, for example, the plot is about that first step towards friends,\u201d explains graphic artist Harrison Gerard. \u201c[Lady Bird\u2019s] ending is like, \u2018Okay, they\u2019re on their way.\u2019 And I think Open Roads is really interesting because they\u2019ve kind of already had that happen. They don\u2019t start as enemies.\u201d<\/p>\n<p>A lot of the journey centers on Tess seeing her mom as a person outside of that caretaker role. On the other side, Opal is noticing things about Tess that remind her of herself. \u201cTess is into movies and has a lot of personal interests that she pursues independently without anybody driving her to do that,\u201d Fincher says. \u201cAnd Opal is kind of the same way. But she has a different perspective on those things because she\u2019s trying to do some creative things in her life, and not all of it worked out the way she wanted it to.\u201d<\/p>\n<p>Executive producer Amy Fincher was the only one who wasn\u2019t with the team before Gaynor left. In fact, she accepted the job as the information was coming to light. \u201cIt was No\u00ebl [Clark] and another person on the team that came to me and were like, \u2018Hey, full transparency, here\u2019s what\u2019s going on: All these changes are happening, and we still want you on the team but now that it\u2019s a little different than what we had talked about before, do you still want to do it?\u2019\u201d Fincher recalls.<\/p>\n<p>She had never worked with a team in flux like this but felt she had something to offer. \u201cI felt like there were things I could do to help this team to restructure and figure out a plan to finish this game with a very different team composition,\u201d she says. \u201cAlso, just helping out a team that had been through a lot and had a lot of unique needs. It\u2019s very challenging for us, but as a producer, it\u2019s the kind of thing that I really like to do \u2013 try to make a difference in how a team operates day to day.\u201d<\/p>\n<h2>Taking Action<\/h2>\n<p>It\u2019s one thing to say you\u2019re making changes; it\u2019s another to make them. Fincher says her first big task was listening to everybody about what happened and how they wanted things to go in the future. More collaboration and creative freedom were high on the list, but another was full transparency.<\/p>\n<p>\u201cEverybody knows everything,\u201d Fincher says. \u201cEverybody participates in all major decisions, and the budget is somewhere where anybody can look at it at any time, which was a big change in a lot of ways. It was a relief for me because in the past, as a producer, I\u2019m kind of encouraged to really focus on giving the right information at the right time. And now it\u2019s more like, if I know something, everybody knows it. It\u2019s an easier way to work in many ways, and I enjoy it.\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-3.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>The shift in atmosphere helped form a new path for Open Roads. \u201cThe really impactful thing that I immediately noticed was the kind of the discussions that we were having,\u201d Freedman says. \u201cThey were very open. We were very willing to share ideas with each other about the game and what we thought we would like to change. It was very refreshing \u2013 that first moment of, like, \u2018Oh, we\u2019re going to really just look at this game and decide how we want to move forward.\u201d<\/p>\n<p>Graphic artist Harrison Gerard agrees. Previously, he had to send suggestions up and down the ranks for approval. But in this new phase of development, he noticed a considerable shift in his responsibilities. \u201cIt kind of switched overnight into me and No\u00ebl [Clark] being like, \u2018Oh, it would be cool if we had a phone memo sheet or a <i>Playboy<\/i> magazine or something like that.\u2019 And then we\u2019d just make it and put it in the game. It\u2019s a lot more responsibility, but it was also super creatively freeing to go from having just a laundry list of things that someone else thought should be in the game to stuff that you were creating out of whole cloth.\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-4.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>With new energy, the team sat down to look at the game in front of them. It could be their story, a group effort \u2013 not one person steering the ship. It was time for all of them to take control together. \u201cI think the really important thing for Open Roads is that it is not any one person\u2019s vision anymore,\u201d Fincher says. \u201cIt is a collaboration, from design to story dialogues. Even on the individual objects, we put names and words that are important to us in the game &#8230; so that fingerprints are on it beyond just the kind of behind-the-scenes collaboration we\u2019ve done.\u201d<\/p>\n<h2>Reenvisioning the Journey<\/h2>\n<p>Open Roads\u2019 story was nearly three-quarters written and a quarter recorded by the voice actors when Fullbright restructured. \u201cIt was very interesting constraints to work in, but we also had a story [where] the basis really resonated with us,\u201d Gerard says.<\/p>\n<p>Fullbright was adamant about keeping what most interested it: the core concept of a mother and daughter discovering more about themselves and their family history on a road trip. But the team decided to shift the narrative to be more relationship-centric [see Tess and Opal\u2019s Relationship sidebar]. \u201cWe took the story from something that was really plot-focused on this kind of <i>Goonies<\/i>-esque road trip zany thing,\u201d says Gerard, \u201cto something that was much more character-focused and looked at the relationship between the mother and the daughter much more explicitly.\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-5.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>\u201cA lot of the changes that we made had to do with editing things down, where it\u2019s like, \u2018Okay, here\u2019s this plot element or here\u2019s this element of the family mystery, and does this help us understand Tess and Opal?\u2019\u201d Fincher adds. \u201cWe made sure that all of the energy that we put into rewrites was all about these characters and making sure that as you play through the story, you see how their relationship evolves and changes.\u201d<\/p>\n<p>The death of Opal\u2019s mother and Tess\u2019 grandmother is still what triggers their sudden road trip, and the mystery is still uncovering a big family secret. \u201cAs often happens when a family member passes away, you are looking at their stuff, and sometimes that starts conversations and inspires questions,\u201d Fincher says.<\/p>\n<p>The road trip takes place in 2003, driving through Michigan along the U.S. and Canadian border. You play as sixteen-year-old Tess and see the story play out through her eyes. \u201cTess is an exuberant young person who firmly believes that she knows what she wants, and she\u2019s kind of spunky,\u201d Gerard says. \u201cWith Opal, I think they\u2019re more similar than they would care to admit. I think Opal has kind of the same drive but in a little bit more of a mature way. They have a lot of humor in their relationship, which is something that we wanted to focus on and wrote even more additional dialogue [for].\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-6.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>During the trip, you have dialogue choices, but they won\u2019t have big implications on the narrative, ending, or character personalities. \u201cThere is a really subtle way that we\u2019ve approached the design of these choices,\u201d Freedman explains. \u201cYou\u2019re playing as Tess, and you get to make choices in dialogue as Tess, but you don\u2019t get to decide who Tess is fundamentally. You don\u2019t get to decide how she relates to Opal as a human being. But what you do get to do is roleplay as her, and you get to sort of affect the way that she navigates through these discussions and the world.\u201d<\/p>\n<p>As this is a Fullbright game, it still has the structure we\u2019ve come to know: exploring objects and environments to obtain more information and clues about the people and story. The team compares exploration to how you approach the dialogue choices. \u201cThere\u2019s a lot of objects you can choose to interact with or not, and which ones you look at will fill out your picture of what\u2019s going on in the story and what\u2019s going on with these characters,\u201d Fincher says. \u201cThat\u2019s also what happens in the dialogue; you choose what aspect of these characters [you] want to explore in the moment.\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-7.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>You also won\u2019t spend the entire time in a car trying to hold a conversation while passing cornfields and cows. \u201cIt\u2019s not about belaboring it and trying to simulate the experience of a road trip but to capture that feeling of it,\u201d Freedman says.<\/p>\n<p>One way Fullbright thought to keep things interesting was focusing on Opal and Tess and their different feelings throughout the drive. \u201cWe talked a lot about what is it like to be trapped in the car with your mom,\u201d Fincher says. \u201cSo the focus was less on how do we recreate going on a physical journey to another place and more on how you feel when you\u2019re stuck in the car with your mom. What kind of things do you talk about? What things might you do to annoy her?\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-8.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>You also make plenty of stops. \u201cIf what you like in a Fulbright game is the ability to go around interesting environments, pick stuff up, and learn about the people who live there, you will like this game,\u201d Gerard says. \u201cThat\u2019s still a huge focus and something that we care a lot about.\u201d<\/p>\n<p>Fulbright wants every place you visit to have some history or secret attached to it. You often explore abandoned properties, which fit into the game\u2019s larger themes. \u201cA lot of times, it\u2019s about understanding what used to be there, what it was or what it could be, or what it didn\u2019t become,\u201d Freedman says. While Fullbright didn\u2019t want to describe specific places to avoid spoilers, the team did share more about their essence. \u201cIt almost has that gothic quality of areas that have some sense of either absence or decay,\u201d Fincher explains. \u201cI wouldn\u2019t quite say like liminal, but there is that kind of mood throughout.\u201d<\/p>\n<h2>Meet The Team<\/h2>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-1.png\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>For example, one of the destinations you explore has a \u201960s aesthetic. You aren\u2019t going back in time, but you\u2019re seeing this place that hasn\u2019t been updated or touched for a while. \u201cIt was really fun from a design perspective to think, \u2018What are the trappings of this era, and how can we make stuff that is very recognizable as being from there without feeling overly kitschy?\u201d Gerard says.<\/p>\n<p>The team also added a few new layers to exploration. You can be as nosy as you want, but if you find something interesting, another character might weigh in on it. \u201c[They\u2019ll] give you more information or be really cagey about it, making you even more curious about what the deal is with this thing because they won\u2019t tell you,\u201d Fincher says.<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/07\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip-9.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<h2>Turning the Key<\/h2>\n<p>Fullbright is edging toward its destination, preparing Open Roads for release. The team says they\u2019re currently wrapping things up and putting final touches on the game. They hope to set a specific date in the coming months. After surviving the trip\u2019s rough course, the team is proud of what they have been able to achieve. They\u2019ve managed to put their own mark on the game and enact change at the studio. Like many people experienced when they saw Open Roads\u2019 debut trailer, the remaining members at Fullbright saw something and didn\u2019t want to leave it behind. The excitement is palpable as the team discusses Open Roads and their excitement for people to play it, but it\u2019s also clear they\u2019ve come out of the process with a lot more knowledge and a better path forward.<\/p>\n<p>\u201cThe short version for me is that hard things are worth doing,\u201d Fincher says. \u201cIt\u2019s harder to have transparent processes in a lot of ways than it is to have them limited. It\u2019s harder to always keep every single person on the team in the loop on all things. And luckily, our team was small enough that that was possible. If you have [a] 100-person team, I don\u2019t know if that\u2019s possible. But I think that one of the big takeaways for me is that it\u2019s worth examining these kinds of things and seeing if sometimes that time investment, that extra time investment can really yield great results.\u201d<\/p>\n<p class=\"text-align-center\"><em>This article originally appeared in <a href=\"https:\/\/www.gameinformer.com\/magazine\">Issue 347<\/a> of Game Informer.<\/em><\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/feature\/2022\/07\/21\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Every road trip has bumps along the way &#8211; unexpected potholes, constant traffic, and extra pit stops. There are stretches of nothingness, and your numb mind tries to pass the time until you reach the destination. Sometimes the open road instills a sense of freedom; other times, you feel trapped. However, the memories that help us power through the tedium often stick \u2013 singing along to a classic, having a heart-to-heart conversation, or observing a surprising sight. In creating a game about a road trip, you could say Gone Home developer Fullbright experienced these highs and lows at every turn. Two years ago, the debut trailer for its third game, Open Roads, was met with excitement. And rightfully so, as it centered on a mother&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/a-new-destination-how-open-roads-changed-direction-and-saved-its-turbulent-road-trip\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":659792,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-659791","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>A New Destination: How Open Roads Changed Direction And Saved Its Turbulent Road Trip | Arcader News<\/title>\n<meta name=\"description\" content=\"Every road trip has bumps along the way - unexpected potholes, constant traffic, and extra pit stops. 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