Alexander Brazie
@xelnath.bsky.social
Game Designer and Creative Director
Former Riot, Blizzard, Moon (Ori)
I make your day dreams reality.
Runs a game design consultancy
Http://www.atomech.com
Former Riot, Blizzard, Moon (Ori)
I make your day dreams reality.
Runs a game design consultancy
Http://www.atomech.com
QUD crushed the genre~
January 15, 2025 at 6:06 AM
QUD crushed the genre~
YAAAAS DANNI~~~~~ I was watching it on stream :)
January 15, 2025 at 2:37 AM
YAAAAS DANNI~~~~~ I was watching it on stream :)
Nice, looking for stuff with action game quality animation work, but not humanoid
January 15, 2025 at 2:06 AM
Nice, looking for stuff with action game quality animation work, but not humanoid
Here’s the full Environmental Storytelling guide: gamedesignskills.com/game-design/...
Mastering Environmental Storytelling in Video Game Development
A comprehensive guide to environmental storytelling in games - how to combine level design, art, and atmosphere to craft rich and immersive narrative worlds without relying on dialogue or cutscenes.
gamedesignskills.com
November 29, 2024 at 5:04 PM
Here’s the full Environmental Storytelling guide: gamedesignskills.com/game-design/...
1. Great case studies:
The Last of Us (abandoned objects tell stories of survival)
Dark Souls (social collapse seen everywhere)
Gone Home (intimate family story told environmentally)
BioShock (visibly failed utopia)
The Witcher 3 (environmental details hint at past conflicts)
The Last of Us (abandoned objects tell stories of survival)
Dark Souls (social collapse seen everywhere)
Gone Home (intimate family story told environmentally)
BioShock (visibly failed utopia)
The Witcher 3 (environmental details hint at past conflicts)
November 29, 2024 at 5:04 PM
1. Great case studies:
The Last of Us (abandoned objects tell stories of survival)
Dark Souls (social collapse seen everywhere)
Gone Home (intimate family story told environmentally)
BioShock (visibly failed utopia)
The Witcher 3 (environmental details hint at past conflicts)
The Last of Us (abandoned objects tell stories of survival)
Dark Souls (social collapse seen everywhere)
Gone Home (intimate family story told environmentally)
BioShock (visibly failed utopia)
The Witcher 3 (environmental details hint at past conflicts)
2. Use “designer hugs” (highly emotive, micro-story scenes) to create a more believable, immersive narrative by going beyond the core plot. (Ex: In Dragon Age, one corpse covers a smaller one holding a bloody teddy bear)
November 29, 2024 at 5:04 PM
2. Use “designer hugs” (highly emotive, micro-story scenes) to create a more believable, immersive narrative by going beyond the core plot. (Ex: In Dragon Age, one corpse covers a smaller one holding a bloody teddy bear)
3. Hidden plot and historical lore fragments left for players to uncover make them feel like a detective actively participating in the story. (Ex: The hidden graffiti telling you what’s really going on in Portal)
November 29, 2024 at 5:04 PM
3. Hidden plot and historical lore fragments left for players to uncover make them feel like a detective actively participating in the story. (Ex: The hidden graffiti telling you what’s really going on in Portal)
4. Main 5 types of environmental storytelling:
Embedded (hidden stories in ruins, objects, etc.)
Emergent (stories emerge from player + system interaction)
Spatial (architectural storytelling)
Interactive (touch/examine objects to reveal story)
Atmospheric (lighting, sound, etc.)
Embedded (hidden stories in ruins, objects, etc.)
Emergent (stories emerge from player + system interaction)
Spatial (architectural storytelling)
Interactive (touch/examine objects to reveal story)
Atmospheric (lighting, sound, etc.)
November 29, 2024 at 5:04 PM
4. Main 5 types of environmental storytelling:
Embedded (hidden stories in ruins, objects, etc.)
Emergent (stories emerge from player + system interaction)
Spatial (architectural storytelling)
Interactive (touch/examine objects to reveal story)
Atmospheric (lighting, sound, etc.)
Embedded (hidden stories in ruins, objects, etc.)
Emergent (stories emerge from player + system interaction)
Spatial (architectural storytelling)
Interactive (touch/examine objects to reveal story)
Atmospheric (lighting, sound, etc.)
5. Lighting, contrasting color schemes and sound cues can tell a story using the environment itself. (Ex: Silent Hill 2’s creepy fog that mirrors your character’s psychosis)
November 29, 2024 at 5:04 PM
5. Lighting, contrasting color schemes and sound cues can tell a story using the environment itself. (Ex: Silent Hill 2’s creepy fog that mirrors your character’s psychosis)
6. The goal of environmental storytelling is to help players discover the narrative by interacting with the game world directly. (Ex: Exploring a Fallout vault)
November 29, 2024 at 5:04 PM
6. The goal of environmental storytelling is to help players discover the narrative by interacting with the game world directly. (Ex: Exploring a Fallout vault)
I’ve heard Amanda Overton was a pivotal force in getting the games story together - any specific examples he has of where she leveled up arcane?
November 26, 2024 at 5:13 PM
I’ve heard Amanda Overton was a pivotal force in getting the games story together - any specific examples he has of where she leveled up arcane?
I’ve never asked the internet this. Is there anything I’m missing out on?
November 22, 2024 at 4:15 AM
I’ve never asked the internet this. Is there anything I’m missing out on?
One of the best! 🤗
November 17, 2024 at 1:16 AM
One of the best! 🤗