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'Telling Lies': Creating a Metroidvania of Conversations

Sam Barlow (Director, Drowning a Mermaid)

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

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: All

Learn how Sam Barlow crafted the acclaimed "Telling Lies". Barlow will talk through the process of breaking the story and structure of the game, how he worked with researchers and writers to meet the ambition and richness of a story that fuses real-life stories with fiction. See inside the processes and tools Barlow developed to craft a truly non-linear story, fusing theme and plot and ensuring all players have a satisfying experience. Hear about the iteration and experimentation that led to a more expressive and tactile exploratory experience, and peek behind the scenes of the ambitious video shoot and how it broke convention to support the design of the game.

Takeaway

Attendees will gain insight into the processes of researching and writing an ambitious narrative; the methodologies and structures of breaking a non-linear story. They will see the processes and tools used to balance the gameplay of a game that uses its story as its level design; and learn how Barlow cast, rehearsed and shot 3 movies worth of footage.

Intended Audience

The intended audience is game writers, directors and designers who are interested in creating deeper and richer stories; those who are exploring new ways of telling stories in games.