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Austrian Game Dev Night 2 | “Beast: False Prophet” 

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Playtest & Talk: A Beastial Guide to Historical In/Authenticity In Game Writing and Narrative Design
A writer, a designer, and a professor walk into a game studio... what can go wrong? A clash of academic theory and hands-on practice is bound to ensue. This is what went on in my 3-year period as a game writer, historical consultant, and a bit of narrative designer on the BEAST: False Prophet game. And the same is going to happen in our talk. First, you’ll be served a piece of academic game studies: a multidimensional framework of historical realism and heritage authenticity. Then, we’ll see how easily the analytical framework can be converted to a design toolkit used for calibration of (inevitably selective!) authenticity. Finally - a peek behind the scenes! - we’ll see how it played out in storyworld-building and writing for the BEAST.
Conducted by:
Michał Mochocki & Benjamin Hanussek
Find out more about BEAST: False Prophet on Steam: store.steampowered.com/app/11...
Organisation: Österreichisches Kulturforum Warschau
austria.org.pl
Partner: Polish-Japanese Academy of Information Technology
pja.edu.pl/en/
PJAIT Game Lab:
/pjait_game_lab
bhanussek.com/pjait_game_lab/
Documented by:
Dzmitry Pisarchyk
Ivan Tsimchyshyn

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27 мар 2024

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