~/talk

Making characters and places that people believe in

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slides:none on file

Argues that believable characters and places come from flaws and clutter, not polish, and gives concrete tactics: start from failed utopias and liminal spaces (Robin Hood Gardens, Barbican) to shape levels; treat city billboards and ads as branding as HUD to convey time and power; populate interiors with specific mess — buy period artifacts on eBay and catalogue visuals like Gone Home and Dishonored teams did (buy period artifacts on eBay); let characters make surprising mistakes and leave a few loose threads for circularity.

AI-written summary · about

  1. 0:00Intro
  2. 1:58Story Writers
  3. 8:18Curated spaces
  4. 11:26Ikea
  5. 13:42Cities
  6. 15:19Blade Runner
  7. 16:02Brands
  8. 17:01Interiors
  9. 17:42Transitional spaces
  10. 18:21Mess
  11. 19:37Dishonored
  12. 20:33Characters
  13. 21:48Minor Characters
  14. 22:38Interconnectivity
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