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Session Name:

Environmental Narrative: Your World is Your Story


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.

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  • GDC 2010
  • Richard Rouse III
  • Ubisoft Montreal
  • free content
  • Visual Arts
  • Visual Arts