{"id":850387,"date":"2025-12-14T11:44:11","date_gmt":"2025-12-14T11:44:11","guid":{"rendered":"https:\/\/arcader.org\/news\/the-exuberance-of-being-night-school-studio\/"},"modified":"2025-12-14T11:44:11","modified_gmt":"2025-12-14T11:44:11","slug":"the-exuberance-of-being-night-school-studio","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/the-exuberance-of-being-night-school-studio\/","title":{"rendered":"The Exuberance of Being Night School Studio"},"content":{"rendered":"<p><img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"foaf:Image\" class=\"image-style-body-default\" \/><\/p>\n<p>Adam Douglas has a ghastly secret. He shared the recipe for a Cuban dish \u2013 the Arroz con Pollo \u2013 in an in-game radio station in Oxenfree II: Lost Signals, and it\u2019s one that he describes as \u201cvery controversial.\u201d The trick, according to Douglas, a senior writer at Night School Studio, is to use boneless, skinless chicken thighs for the dish instead of bone-in, skin-on thighs and drumsticks.<\/p>\n<p>\u201cMy family\u2019s from Cuba,\u201d says Douglas. \u201cIt was my mom\u2019s recipe that I have transformed into my recipe. And so, the version in the game is my version, which in the Cuban community is a very controversial version, and I stand by it. I still haven\u2019t told my mom about any of this, by the way. I\u2019m genuinely afraid of telling her this.\u201d<\/p>\n<p>In between chuckles, Douglas\u2019 colleague Sara Hebert, the publishing and marketing lead at Night School, promises to send a copy of this story to his mother.<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-1.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Afterparty <\/p>\n<h2>Charming Chatter, Flawed Heroes<\/h2>\n<p>In some ways, this closeness feels like an influence on the games Night School is known for, which often feature relatable, ordinary characters banding together in otherworldly, extraordinary circumstances. Oxenfree stars a teenager, Alex, embarking on a weekend trip with a group of friends to a local island, only to accidentally unleash a series of paranormal events. Its sequel is about a much older and stoic adult named Riley, who navigates similar supernatural happenings with her coworker, Jacob. Then there\u2019s Afterparty, in which college best buds Milo and Lola drink their way out of Hell. These adventures feature conversations taking place organically; dialogue is the crux of the game rather than an auxiliary feature to nudge the plot along.<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-2.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Oxenfree <\/p>\n<p>This is the very DNA of Night School: a vision founders Krankel and Adam Hines hoped to realize from the very start.<\/p>\n<p>\u201cI\u2019ve been talking to Adam for years about wanting to start something [&#8230;] at that time, you had Telltale Games, which were cutscene focused, and then sometimes [you] walk around and solve some puzzles, and then on the other end of the spectrum, I think Last Of Us had just come out maybe a year or two earlier, and that was the apex of what narrative and action gameplay could be together,\u201d says Krankel. \u201cBut we\u2019re looking right in the middle and going like, \u2018There\u2019s no games out there that don\u2019t have cutscenes, but yet have lots of stories that work really well.\u2019\u201d<\/p>\n<p>Night School\u2019s most acclaimed feature is its dialogue tree system, which mimics the cadence of real-life chatter. Words are exchanged even as characters wander about their environments, and any lulls in conversations become meaningful; as Riley in Oxenfree II, for instance, you can even choose to ignore Jacob\u2019s attempts at small talk and simply not respond if it\u2019s proving too incessant. Conversations, too, can be interrupted when new distractions are introduced \u2013 spotting a new clue or pointing out a familiar landmark \u2013 causing them to diverge in different directions. At times, the focus on dialogue almost feels like a bold decision, which places incredible faith in the charisma of the games\u2019 characters. After all, a deathly boring or unlikable cast may well be a death knell for the game.<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-3.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Oxenfree II <\/p>\n<p>Fortunately for many Night School games, their cast lacks a certain air of pretension \u2013 a quality plaguing many video game heroes today. Douglas attributes this to the flaws deliberately written into Night School protagonists.<\/p>\n<p>\u201c[Riley from Oxenfree II] has made mistakes as we all have,&#8221; he says. &#8220;She\u2019s endeavoring to do better, as some of us try to do, and some of us don\u2019t. And in some ways, she succeeds, and [in] some ways, she really doesn\u2019t. And I think keeping that in mind, that life is complicated, it can be messy, it very rarely goes the way that you think it is. It is part of what made her, in my opinion, just so relatable and so human.\u201d<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-4.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Night School co-founders Adam Hines (left), Sean Krankel (right), and Oxenfree II game director Bryant Cannon (middle) at Summer Game Fest Play Days 2023 <\/p>\n<p>But for all its successes with spearheading deeply authentic conversations, Krankel seems reluctant to peg Night School games as predominantly dialogue-driven stories, admitting this trajectory may change for the studio\u2019s future games.<\/p>\n<p>&#8220;Story is critical, and even talking is critical, but the idea of wall-to-wall, highly verbose gameplay that you see in Afterparty or Oxenfree and Oxenfree II, I think we\u2019re pretty malleable on that,\u201d he says.<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-5.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<h2>Scrappy Beginnings<\/h2>\n<p>As with many indie developers, Night School hails from humble beginnings, with the team working on the first Oxenfree out of Krankel\u2019s kitchen. Krankel was previously co-workers with Cannon at Disney, as well as Oxenfree environment artist Heather Gross, while Hines (Krankel\u2019s cousin) was fresh out of Telltale Games. In 2016, Oxenfree was released to critical acclaim. This was quickly followed by a <i>Mr. Robot<\/i> mobile game, Robot:1.51exfiltrati0n, inspired by the popular television thriller, and the one game Krankel reckons is Hines\u2019 crowning achievement at Night School (the game has since been delisted from both Android and iOS app stores). It was also around this time that Telltale acquired the rights to make a <i>Stranger Things<\/i> game, with Night School contracted to develop a companion game. Telltale\u2019s unexpected shuttering, however, meant Night School was unable to bring the game to fruition.<\/p>\n<p>Night School was understandably reticent about that episode, but Krankel lets in that the game was \u201csemi-far along\u201d in development, and was going to be closely tied to Telltale\u2019s Stranger Things in some capacity. \u201cThe gist of it, that I\u2019ll say, is just that they were making a big <i>Stranger Things<\/i> game and reached out to us about making a small one that could talk to the big one. And it was really cool. It was really interesting how the two games might have talked to each other [&#8230;] in a very compelling way.\u201d<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-6.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Robot:1.51exfiltrati0n <\/p>\n<p>This <i>Stranger Things<\/i> companion game was built upon Robot:1.51exfiltrati0n, which unveiled its events through the discovery of a discarded burner phone, alongside text messages and conversations playing out in real time.<\/p>\n<p>In a way, this was another attempt by Night School to explore different ways of fleshing out dialogues \u2013 a vision that felt quintessentially Night School. \u201cThat was a foundation that we\u2019ve never wanted to fully leave behind, but we haven\u2019t done anything with that general design for years,\u201d says Krankel. \u201cIt\u2019s something now that we\u2019re in the early stages of exploring [&#8230;] but the <i>Stranger Things<\/i> game that we were working on used that and took it a lot further.\u201d<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-7.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Next Stop Nowhere <\/p>\n<h2>Netflix and The Cloud<\/h2>\n<p>Perhaps to Netflix, Night School\u2019s storytelling ethos is complimentary to its cloud gaming ambitions. Having dabbled with interactive storytelling with <i>Black Mirror: Bandersnatch<\/i>, the streaming giant eventually acquired the studio in 2021, with Night School being the first developer included under Netflix\u2019s growing roster of companies. Night School\u2019s portfolio seems particularly suited to cloud gaming for now, given the lack of twitchy mechanics and a heavy emphasis on narrative rather than the adrenaline-fuelled bombast of other games. At the moment, Oxenfree remains one of two games that are part of Netflix\u2019s beta test on making games playable on select television models, PCs, and Mac.<\/p>\n<p>\u201cNetflix is a story company. Netflix tells stories. They entertain the world with different types of stories,\u201d Krankel says. \u201cWe\u2019re a story company; we just happen to make playable ones. And so, the conversation turned into less of a \u2018Hey, we\u2019d like to license your game,\u2019 and more like, \u2018Hey, would you like to do more stuff just for us? Would you like to keep using your general ethos in our bigger environment?\u2019 And that felt pretty good.\u201d<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-8.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> Night School co-foudners Sean Krankel (left) and Adam Hines (right) filming for a behind the scenes video in Los Angeles <\/p>\n<p>Acquisitions are usually met with some amount of trepidation, but as hackneyed as this may sound, those we spoke to at Night School agree it hasn\u2019t changed the studio in ways that aren\u2019t true to its identity. Instead, any changes stem from just being part of a bigger organization now.<\/p>\n<p>\u201cI have an answer that sounds facetious, but it\u2019s not. It\u2019s just that I\u2019m in a lot more meetings now. That is not because of the Netflix acquisition,\u201d says Rohrmann. \u201cThat\u2019s just the nature of working for a larger organization. But yeah, other than that, I\u2019m still making music the way I did before, so I\u2019m super happy about that.\u201d<\/p>\n<p>Cannon agrees. \u201cI think it\u2019s changed, but not necessarily because of Netflix. It\u2019s just because we\u2019ve grown and we\u2019ve had to adapt to having more people at the studio, having a lot more different personalities at the studio and egos at the studio. And it\u2019s just new, it\u2019s something that a lot of studios have faced before. We\u2019ve definitely had growing pains there, but it\u2019s also enabled us to do things that are in the future going to be that much bigger and more exciting for our players.\u201d<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-9.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> The Night School Studios team <\/p>\n<h2>Changing Tides<\/h2>\n<p>That said, Netflix\u2019s cloud gaming efforts are still in its nascent stages. It hasn\u2019t been long since the demise of Google\u2019s cloud gaming experiment Stadia, but Night School seems largely optimistic about the deal. The acquisition has given the studio more resources and the means to refine its games. Take, for instance, how Oxenfree II was released in 32 languages \u2013 a feat that Krankel says would not have been possible without Netflix.<\/p>\n<p>\u201cBefore, we were a tiny California company that, if we could scrounge up enough money to get localization funds, we would start putting the game out in other places, and we didn\u2019t even know if our localizations were that good, to be totally honest, because we were a small studio working with outsourcing teams. And now we\u2019re like, \u2018We can put our s**t everywhere, and we should do it, and we should do it right,\u2019\u201d says Krankel. He even points out the studio might very well be working on its dream game at the moment, with Cannon at the helm as its game director.<\/p>\n<p> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-10.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/the-exuberance-of-being-night-school-studio-11.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> An example of dialogue localization in Oxenfree <\/p>\n<p>\u201cI\u2019d say when we were working out of Sean\u2019s kitchen, we never ever thought that we\u2019d be here 10 years later. As big as we are, to me, it did not seem possible,\u201d says Cannon with a wistful smile. \u201cAnd so, when I think about how much we\u2019ve grown and how much more ability we have to make a big impact on the industry and players, it\u2019s helpful for me to think back to those days and think of that beginner\u2019s mindset we had, that was like, \u2018We don\u2019t know what we\u2019re doing, but we\u2019re so passionate about this. We care about it deeply.\u2019 And thinking about how much that mattered to me, and how much if I were to describe to [Bryant from] 10 years ago what would come of this, he\u2019d be very, very happy. It\u2019s pretty incredible, and I don\u2019t want to forget those early days.\u201d<\/p>\n<p class=\"text-align-center\"><em>This article originally appeared in <a href=\"https:\/\/www.gameinformer.com\/magazine\">Issue 363<\/a> of Game Informer.<\/em><\/p>\n<p><a href=\"https:\/\/www.gameinformer.com\/2024\/05\/27\/the-exuberance-of-being-night-school-studio\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Adam Douglas has a ghastly secret. He shared the recipe for a Cuban dish \u2013 the Arroz con Pollo \u2013 in an in-game radio station in Oxenfree II: Lost Signals, and it\u2019s one that he describes as \u201cvery controversial.\u201d The trick, according to Douglas, a senior writer at Night School Studio, is to use boneless, skinless chicken thighs for the dish instead of bone-in, skin-on thighs and drumsticks. \u201cMy family\u2019s from Cuba,\u201d says Douglas. \u201cIt was my mom\u2019s recipe that I have transformed into my recipe. And so, the version in the game is my version, which in the Cuban community is a very controversial version, and I stand by it. I still haven\u2019t told my mom about any of this, by the way. I\u2019m&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/the-exuberance-of-being-night-school-studio\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":850388,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-850387","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 v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Exuberance of Being Night School Studio | Arcader News<\/title>\n<meta name=\"description\" content=\"Adam Douglas has a ghastly secret. 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