Alexa Ray Corriea (Senior Narrative Designer, Electronic Arts)
Lis Moberly (Narrative Designer, Obsidian)
Location: Room 2006, West Hall
Date: Monday, March 20
Time: 10:50 am - 11:50 am
Pass Type:
All Access Pass, Summits Pass
Topic:
Game Narrative
Format:
Lecture
Vault Recording: Video
Audience Level: All
Feedback is a two-way street and integral in game development—and narrative departments are no exception. Across all levels and disciplines, receiving and offering feedback is vital to the long-term health of a project, the wider studio, and an individual's career progression. However, needs can get lost in translation, especially when a lead or a recently hired associate is approaching a new role for the first time.
This session will discuss best practices in giving and receiving feedback regarding game writers, narrative designers, and their stakeholders. Alexa Corriea, Senior Narrative Designer at Electronic Arts, and Lis Mobery, Narrative Designer at Obsidian, will draw from experience with feedback at all levels of game narrative, address popular methods of handling feedback, and discuss the strengths and weaknesses of those approaches.
During this talk, Alexa and Lis will review scholarly research and give actionable strategies for creating substantive feedback sessions—with the intended results of applying improved feedback loops being: Healthier teams, stronger revision pipelines, and improved individual writing.
Takeaway
Game developers across all disciplines—who work with those involved in game narrative—will learn how to deliver creative feedback and story-based development needs clearly and in a way that creates a positive relationship for continued development.
Intended Audience
This is for game writers and narrative designers across all levels of experience, stakeholders, and developers in other disciplines that interface with game narrative teams such as game and creative directors, designers, producers, etc.