Tomasz Pruski
Techland

I used to be a Narrative Designer like you - technical difficulties of video game storytelling

Started making games in 2012, gathered experience during multiple game jams, before starting a job at CI Games working on Sniper Ghost Warrior 3 as a Level Designer. During the next few years performed many roles on the project, including that of Lead Narrative Designer for a period before shipping. Later worked at 11 Bit Studios as a Game and Level Designer on an unannounced project. Now Senior Level Designer at Techland, working in the Warsaw office.

 

Speech description

 

If you are reading this, then you have at least considered writing a great story for your game. You might have even already imagined an amazing, living-and-breathing world with deep and memorable characters and a storyline that will break your players’ hearts and then put them back together with the power of love and hope. Well, all you need to do now is put it in the game. Simple, right? Wrong! This talk will be a guide on what awaits you between writing a game’s script on paper and actually releasing a commercial product. It will cover topics like writing AI barks, implementing NPC dialogues, subtitles, voice recording, and general good technical practices. I believe you can write a great story, but after this talk you will also be prepared to implement it.

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