O TYM ODCINKU
In The Moment
Telltale Games alumnus Chuck Jordan (The Curse of Monkey Island, Sam & Max) joins us to talk about strategies that can put the player into the dramatic moments of a game's story. How do we balance the need for agency, and the expectations of genre, when our focus is giving players a great moment they've been looking forward to, followed by another, and another...
For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/
Music by Laurence Chapman (https://www.laurencechapman.com/)
Język angielski
Zjednoczone Królestwo
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WYSZUKAJ MINIONE ODCINKI
Wyszukaj minione odcinki Game Narrative Kaleidoscope Podcast.
INNE ODCINKI W TYM PODCASCIE
Choose Yourself
We're joined by Josh Boykin (Lancer Tactics) to talk about how we bring ourselves into the work that we do - especially in a world full of injustice and very real political risk. How does being vunerable lead us to tell better stories? And how do we make sure we stay on the right n…
Your AAA game should be more mundane
We're joined by Emma Kidwell (Civilisation VII, Midnight Suns) to discuss the quieter, mundane moments that make a blockbuster game sing, by bringing out the humanity of the characters and realities of their world. How do we structure the story to allow for the…
Let’s make an 80 Days tabletop roleplaying game
We're joined by TTRPG designer Graham Walmsley (Cthulu Dark, Cosmic Dark) to discuss his approaches to creating table-top games. How do we create a coherent world when don't have control? How do we know when our mechanics are working?
For more info …
You're Not a Bad Writer, You Just Don't Get the Assignment
When writers join a project, they're not always fully aligned with that project's tone and style - sometimes, it hasn't even been defined yet. Today we talk with Jill Scharr (Destiny 2, The Lamplighters League) about that crucial process o…
A Simple Pawn
A wide-ranging and fascinating conversation with writer and narrative designer Pietro Polsinelli (Football Drama, Becoming Saint) about writing games embedded in history, developing from the theme outwards, the importance of testing, and lessons that games writers can take into wider…
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