The Ten Deadly Sins of the Narrative Designer
summary
A narrative designer from GSC Game World reviews the ten most common mistakes made by narrative designers, illustrated with live examples from his own practice, and proposes solutions for each issue. The talk focuses on practical, real-world problems in game narrative work and how to fix them.
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chapters (14)
- 0:00Introduction
- 1:48Sin in narrative design
- 2:56No game vision
- 5:23Ignoring training
- 8:20Ignoring related fields
- 10:31Not knowing audience
- 12:37Writing/reading/playing
- 14:01Team communication
- 16:30Toxic work environment
- 18:16Bad workflow
- 20:27Ignoring tools
- 23:59Poor documentation
- 27:52Game testing
- 30:01Summary
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