Things Learned at GDC - Part 3

Wednesday, April 04, 2018

Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault.

This post contains:


6. From Empires to Ages: Lessons learned in 14 years at BioWare.

Next post will contain:

7. Art Direction for AAA UI.

6. 'Empires to Ages: Storytelling lessons learned in 14 years at BioWare' - Mike Laidlaw

6.1 Trust.

How do you earn the trust from your team?
  • Create and maintain a schedule that understands the rigor of game development.
  • Create a story with a clearly articulated goal.
  • Have a process that ensures quality, while being open to feedback.
Scheduling.
  • The workload of narrative design is NOT JUST WRITNG.


Mitigate the Loss.
  • Target content locks first.
  • Major characters need one piece of significant content early, to ensure that casting sticks.
    • When doing voice acting auditions for example.
  • Onboard translators early.
    • Get them involved and to understand the core fundamentals of the story.
    • Onboarding translators early will ensure that the 'why' of the game and its' personality are not lost in translation.
  • Engineer a data framework for states of text assets (e.g. clear/recorded/translated.)
    • Gives a clear idea where you're at in your content/scheduling.
    • Helps avoid (expensive) re-recording.
Crumple Plans.
  • Divide your content into CRITICAL and IMPORTANT.

''Make sure that your game can survive a collapse of scope. Build something that can survive.''

6.2 Onboarding the team.

Clear Goals.
  • Condense and present.
    • Story presentation.
    • Quick high level presentation.
  • Focus the team on spectacular, evocative and emblematic moments.
  • High emotions tend to stick.

Themes and Tentpoles.
  • What thread binds it all together?
  • What moments stand out?

Character Motivations.
  • Why do they care?
  • With whom do they agree?
  • Make these quickly accessible for your team.
Elevator Pitch.
  • Rapid way to convey the feeling, theme, inspiration.
  • A 'vision touchstone'.

6.3 Quality and Feedback


Peer Review




Most of all...

  • Feedback to improve, not just you, but for your players.
  • You do not have to be all-knowing.
  • Admit that you have to learn.
  • Make efforts to earn trust from your team.

You Might Also Like

0 reacties