The vitality of visual storytelling in games
summary
Argues that visual storytelling moves design decisions and saves money by using concept art is cheap to lock composition, color and usability before production, cites Horizon Zero Dawn, Thomas Was Alone and Zelda as examples of consistent world rules and Hellblade for audio as UI, warns against feature creep when licensing IP, and shows an early-stage project called Clay — a roguelike post‑apocalyptic RPG that tries per‑player narrative tailoring — claiming the approach speeds iteration and keeps player priorities clear.
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chapters (12)
- 0:00Start
- 4:59Why Do We Play Game Play Games
- 5:33Design Process
- 9:33Horizon Zero Dawn
- 10:36Challenge Modes
- 12:31Why Concept Art Is Really Important
- 16:45Zelda
- 18:07Deadly Premonition and the Evil within
- 18:31From 2d to 3d
- 18:51Animation
- 20:30Priorities
- 21:11Hell-Blade
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