We haven't been able to transmit for a long time while traveling beyond the Solar System. Initiating protocols to approach Kiwa...
#Pixelart #Adventuregame #Indiegame
We haven't been able to transmit for a long time while traveling beyond the Solar System. Initiating protocols to approach Kiwa...
#Pixelart #Adventuregame #Indiegame
ΒΏAlguien por Madrid maΓ±ana? levfestival.com/futuros-raro...
I'm reading, reading A LOT about this π
#romanempire
The arrival. So much fun working on our new game!
#scifi #scifigame #adventuregame
I really enjoyed living a quiet life with Lake, delivering letters and packages. Very nice, and with great stories. For me, it's refreshing to play/read stories from before social media and all the technology we have now. Great game by @gamious.bsky.social! πππ
I really love this comic! (Uncanny X-Men 234)
My mind was totally hacked when I was a kid, so I'm all about X-Men π
#MarvelLegends #Xmen
Working on our upcoming game. So much fun painting planets and moons!
#pixelart #pixelartist #indiegame
Superb!
Sculpting in Time by Andrei Tarkovsky.
The thread I wrote about creating narrative design is also available on our blog, where you can find more information if you prefer to read the full version.
β‘οΈ https://buff.ly/ExqDE5q
#storytelling #videogamescript #indiegamedev
It's always wonderful to read Alex Garland, you learn so much, and I think Annihilation is a really great sci-fi movie.
#scifi #scifimovie #screenplay #storytelling
New addition and it's on fire!
#MarvelLegends #Xmen
This is our workflow for creating narrative games that spark players' curiosity. We hope you found these design steps useful! What do you think? We'd love to hear your thoughts.
8) From script to level design
We draw maps to ensure that the narrative and gameplay flow smoothly. Often we have to adjust parts of the script or redesign parts of the map to improve the narrative. We use Illustrator to create the maps and we paint the pixel art on them.
7) Analyze the characters
Once the entire story is finished, we focus on each character for a final review. We want to ensure they all have their own agenda and motivations, undergo transformation, and serve the story. This review helps you fill in any holes in the plot.
6) Interactive dialogues
Every dialogue has to serve the story, like presenting a problem, opening a new mission, or getting key information. We write the dialogue with all its options and decisions separately from the main script. We useΒ Draw.io.
5) Writing the video game script
When writing all the branches and possible endings, we focus on intention and obstaclesβin other words, the conflicts the character must overcome to achieve their goal. Each scene must have its own. We use Final Draft.
4) Worldbuilding
We create a comprehensive document detailing the world's rules and a timeline of events that occurred before the game begins. This information doesn't necessarily appear in the story, but it helps us to understand why things happen and ensures consistency.
3) Outline
After the documentation comes the first step of the writing process: writing an outline. In my case, this means summarizing the story from beginning to end and reflecting the main events of the plot. To write the outline, we use Scrivener (@scrivenerapp.bsky.social).
2) Exhaustive documentation
One of the main comments we receive from our players is that they like to learn new things while playing. That is our motivation for writing, but first, we need to read a large amount of material and search for information.
1) Why do I want to write about...?
For us, it is essential to know why we want to tell a story In Verne: The Shape of Fantasy, I wanted to evoke nostalgia for the extraordinary, pay tribute to Jules Verneβwho captured my imagination as a childβand introduce players to his works.
A narrative game is primarily aboutΒ telling a story that thrills the players. This is how we create narrative design for video games β¬οΈ
The Time Masters movie (1982), designed by Moebius and written by RenΓ© Laloux, is a fascinating animated sci-fi film. An absolute masterpiece!
Roadwarden by @moralanxiety.bsky.social is one of the most elegant games I've seen in terms of art and narrative.
I self-published Without a Dawn in May. I made zero compromises, and I couldn't be happier how it turned out: store.steampowered.com/app/3145620/... ππ
Unfortunately, I've had very little luck with exposure, including the gaming press. π©
#visualnovel #gamedev #steam
Ghost of Tsushima is pure poetry.
As time goes by, Bill Sienkiewicz's talent in bringing Frank Miller's nightmares to life in Elektra: Assassin just keeps getting better with every reading.
Annabel lee. Artwork from our previous video game Allan Poe's Nightmare for Android.
#indiegame #indiedev
All I wanna do is Nuuuuuukeeeeeee! π
#RobocopRogueCity
π
Si te perdiste la charla sobre Narrativa de Videojuegos del LabDesign Open de @unir.net aquΓ puedes ver la grabaciΓ³n, donde muestro la metodologΓa que uso para escribir los guiones de nuestros juegos.
πΊ www.unir.net/evento/openc...
#storytelling #indiedev #narrativa #guion