Weirder than Usual: Narrative Designing the Motel Sequences in 'Control'
Brooke has worked on the Apple Award-winning narrative puzzle game, The Gardens Between (The Voxel Agents) and on the Australian story-book gem, Paperbark (Paper House). She has also consulted on a number of mobile titles, including the BAFTA-winning game, Florence (Mountains). She has received the MCV Pacific XBOX Creative Impact Award for her work in the games industry and recently moved to Finland to work at Remedy Entertainment. Brooke was a narrative designer on Control, Remedy’s latest award-winning action title, and is currently working on Vanguard, an small team experimenting with live multiplayer game experiences.
Dive into the world-building and narrative development process at Remedy where nuanced narrative mood of the New Weird, like rituals and dream-logic, evolved into a new game sequence in Control. This sequence, the Oceanview Motel and Casino, is a transient area that reoccurs throughout the game, where Jesse must complete ritual-like puzzles to access new areas of the Oldest House. The talk will cover the evolution of the Motel sequences, from idea to final experience, and will show how narrative cohesion was maintained throughout development.