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Environmental Narrative: Your World is Your Story
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SKU GDC10-10325
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Description
Environmental Narrative: Your World is Your Story
Speaker: Richard Rouse III (Narrative Director, Ubisoft Montreal)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 125, North Hall
Track: Game Design
Secondary Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description
In most story-driven games, players spend far more of their time moving through the world than they do watching cut-scenes or other scripted sequences. Thus, if developers want their games to be rich, consistent storytelling experiences, they need to put the story into the world itself, creating an environmental narrative. This talk teaches several techniques that can be used to make your world tell the story that you want. These will be illustrated with examples from games that have had strong environmental narratives, including specific case studies from the speakers' own haunted prison horror game The Suffering.

Intended Audience
This talk is intended for level designers, narrative designers, writers, and artists who want to increase the amount of story communicated by the world they are building. The basics of game level design and environment construction for action/adventure/RPG titles is assumed.

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