Narrative design is like skinning cats. There, I said it.
Pawel has been working in gamedev for about 10 years. His most notable credits include DEATHLOOP and a pair of indie turn-based tacticals: Phantom Doctrine and Hard West. He likes surf music and making silly faces.
How is narrative design similar to turning fluffies into tiny chimney rugs? There’s more than one good way of doing it. And everything depends on context. In this morbid talk, I will take three fake game pitches and design the narrative for each of them, giving real examples of the challenges you may face and solutions that you may apply in different gamedev contexts – from tiny indie projects to moneyed AAA productions.