Session: How To Supercharge Narrative Design When Building Lasting IP
summary
Claim: combine authored narrative beats with a truly changing world by augmenting the engine to modify scenes at runtime. Built a working runtime engine augmentation and a dynamic ecosystem prototype where a BB pollinator moves, fruits grow, animals eat and reseed the map, so the world evolves rather than stays static. Prototype works but no full game shipped yet; approach grows from ongoing PhD research and remains partly unproven at scale.
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chapters (6)
- 0:00Dynamic narrative design intro
- 2:18Static open worlds deception
- 6:39Balancing dynamic and authored
- 10:49Gameplay isn’t everything
- 13:40Fully systemic game world
- 14:21Q&A implementation
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