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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Brad Kane (Narrative Director, Interior Night)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: All
On 'As Dusk Falls,' INTERIOR/NIGHT set out to create an original narrative IP inspired by prestige television, with a deeply branching story that would resonate across all possible paths. But how do you deliver a grounded, emotionally authentic experience when the story can go a hundred different ways?
The answer is: You learn to exist in a multiverse.
In this talk, Brad Kane, Narrative Director at INTERIOR/NIGHT, explores the principles that went into bringing a prestige interactive drama to life, and how interactive writer-designers can use both halves of the brain to navigate a "narrative multiverse." He'll dive into into how, when designing an interactive story, it's important to think in terms of a complex story tree made of meaningful and elegant narrative structures—but when getting into the flow of the writing, you have to see single branches, individual stories made of characters, emotions, and themes.
Attendees will learn how interactive storytelling sits at the intersection of games and television, with the potential to draw audiences of both players and non-players. With the major streamers now becoming game publishers, and IP crossovers more common than ever, interactive storytelling could have a bright future—but its success depends on execution.
This is for anyone with an interest in the creative process behind branching storylines. Writers and designers will find the talk of particular interest, but it will also be useful for producers, leads from other disciplines, or studio executives who expect to interface with interactive story teams.