Attendees will get a better understanding of the implications that come with open world and how the world itself can be made into a major participant, character and narrator of the storytelling experience.
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While telling stories in huge spaces, level- and narrative designers have to solve a difficult task: How to create environments that not only enable you but support you in telling the game's story - and maybe even take the lead over implicitly story-heavy techniques like dialog? Based on best practices learned from working on "Phoning Home", the talk will show how to make an open 3D environment a storyteller, how to let the player experience and enjoy her individual journey through wide worlds without losing consistency or suspense of a thrilling story.
Audience adressed:Level Designers and Narrative Designers interested in open world design and the seamless integration of narratives into open world games.
Experience level adressed:Intermediate