Merging Interactive Narrative with Live Action
summary
An eight‑person studio builds a custom engine called TouchVideo engine plus a Cookbook editor to stitch thousands of 4K clips into interactive scenes, films roughly 3.5 features in 44 shoot days, and ships a PlayStation-backed title. Interaction design forces input every 15–20 seconds, uses phone gyros and tactile gestures (wipe glass, pull zippers), and enforces Erica only speaks when player chooses to reduce player‑character dissonance. Early demos win Sony support and let non‑gamers follow and discuss outcomes.
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chapters (11)
- 0:00Introduction
- 3:57Founding Flavor Works
- 11:26Limitations of video games
- 18:10Designing Erica's narrative
- 22:03Live-action game problems
- 27:21Tactile interactions
- 33:13Development challenges
- 38:08Branching narratives Q&A
- 45:22Shooting process
- 48:55Sony's funding approach
- 51:09Player agency
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