Caroline is the CEO & creative director of independent studio INTERIOR/NIGHT.
She played her very first game at age 19. It was about a young adventurer wearing shorts, firing mini-guns and exploring ancient ruins—Lara Croft. For the first time, she thought: “Ok, games are actually not just about jumping from platform to platform and collecting coins. This can be for me”. Then she moved on Metal Gear Solid, which blew her mind with its originality and creativity. Psycho Mantis, man… It was then that she decided this is what she wanted to do with her life.
Caroline’s been working in the video game industry for over 15 years and is still passionate about making games and amazed by the incredible experiences this medium can provide. She’s had the chance to lead the game design team on Heavy Rain and Beyond – Two Souls at Quantic Dream, and in doing so, has acquired a deep understanding on how story and gameplay should work together to create meaningful and compelling experiences.
In 2017, Caroline founded INTERIOR/NIGHT, an independent game studio in London specialising in innovative and accessible narrative games. The studio’s first IP, As Dusk Falls, is an original interactive drama that explores the entangled lives of two families across thirty years in small town Arizona. It’s the game Caroline had always wanted to make, and since its 2022 release has been called ‘a masterwork of branching storytelling’ (IGN) and won the Games for Impact award at The Game Awards 2022.
Speak to one of the team.