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Game Narrative Summit: Interactive Pacing from the Museum Flashback Level in 'The Last of Us Part II'

Evan Hill  (Level Designer, Singularity 6 (Prev Naughty Dog))

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

Topic: Game Narrative

Format: Session

Vault Recording: TBD

Audience Level: No

(PR approval Needed)
Making "skipable" content can often feel like a waste but when it's done with care it can let a player perfectly tune an experience for themselves.

In this lecture, Evan Hill showcases the pacing techniques used in the "Museum Flashback" level in The Last of Us Part II.

Specifically, it covers how to structure an experience to be understandable and rewarding for any type of player, whether they want to rush to the next reveal or linger on every word and how the techniques used in The Last of Us Part II could be applied to any budget or genre.

Takeaway

How to structure narrative/gameplay content in a way that gives the player control over their experience,
and how giving that control can be used to maximize the impact of narrative moments

Intended Audience

Intermediate to Advanced Narrative Designers who want to improve how they structure their content.