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Designing Relationships: How to Make Compelling RPG Companions

Lis Moberly  (Lead Game Designer, Disney: 20th Century Games)

Kate Dollarhyde  (Lead Narrative Designer, Obsidian Entertainment)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Track: Design

Format: Lecture

Vault Recording: TBD

Audience Level: All

Companions are a fundamental component of any compelling RPG. While focus often lies on a companion's personality, story arc, and visual design, the process of bringing a successful RPG companion to life is a conscious act of design that involves several key decisions and priorities between many departments.

This session will discuss the two most common frameworks for collaborating on successful RPG companions: Party-Based, and Partner-Based design. We will break down the pros and cons of each framework, how they can be mixed and matched, and key factors to consider when collaborating across different departments. This session will also cover traps developers fall into that get in the way of crafting successful companion relationships and how to avoid such pitfalls.

Takeaway

Developers will leave with a better understanding of RPG companion design and gain two frameworks to use with their teams. The intended results of this session are:

• Demystify the companion design process
• Provide a clear way forward for those developing RPG companions
• Improve interdisciplinary collaboration on teams regarding companion design

Intended Audience

Designers, writers, artists, and other stakeholders in companion design on RPG projects, including those on the leadership and staff level. There are no prerequisites for this session.



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