GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

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.

An 'IMMORTALITY' Project: Creating the Ultimate Interactive Movie

Sam Barlow  (Game Director, Drowning a Mermaid Productions, Inc.)

Pass Type: All Access Pass, Core Pass

Topic: Design

Format: Lecture

Vault Recording: TBD

Audience Level: All

Hear how Sam Barlow and Half Mermaid conceived and then designed the multi-dimensional, decade-spanning series of interconnected Interactive Movies, IMMORTALITY.

Learn about the design processes and prototypes that allowed the team to explore the game ideas and structure. How the ambitious and layered story was outlined and researched, and how the team collaborated with notable screenwriters to tap into authenticity. How game design learning translates into the production and directing of the three movies worth of footage. Finally, what learnings other teams can take from this ambitious and boundary pushing title to apply to their own genres and game ideas.

Takeaway

Attendees will learn about Sam Barlow's process to evaluate ideas and hone a game design on paper; the tools used to build a complex narrative and outline it; how to prototype and test long before any final content is produced; and what developers can learn from the concentrated creativity of filmmaking.

Intended Audience

This is for anyone interested in breaking new ground in video games without losing sight of the medium's strengths, particularly anyone working with complex narratives or more freeform game structures and level designs.