Interactive Story Without Challenge Mechanics: The Design of Firewatch
In this 2019 GDC talk, Valve s Chris Remo discusses the ways in which the Campo Santo team succeeded (and came up short) in making deep interactive narrative design a vital part of Firewatch. Join the GDC mailing list: Follow GDC on Twitter: GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more indepth talks from our archives.
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