Nathan Savant's Blog
Game Designer and Storyteller with artistic talents. I studied animation and film making techniques at CalArts, and apply those thought processes to games.
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.
A series of critical analysis of the narrative and mechanical design in narrative games, continuing with Nier: Automata and a final bonus examination.
A series of critical analysis of the narrative and mechanical design in narrative games, continuing with Binding of Isaac and Final Fantasy X
A series of critical analysis of the narrative and mechanical design in narrative games, starting with Last of Us
A review of lessons learned while studying mechanical storytelling in games through the lens of Meyers-Briggs' personality profiles.
Nathan Savant's Comments
[Blog - 09/20/2018 - 10:00]
[Blog - 03/06/2018 - 10:02]
To add another example game, ...
To add another example game, as loathe as I am to admit to liking anything in the title, Metroid: Other M 's seamless transitions between gameplay and cinematic moments was frustrating at times, but did seem to allow the story to flow directly from my actions. The story in that ...
[Blog - 04/18/2017 - 10:37]
Fair enough. I didn 't ...
Fair enough. I didn 't consider the visual designs to have enough similarity to merit discussion, but perhaps that in itself is a talking point that I could have exploited. r n r nThanks for the comment
[News - 08/12/2016 - 04:02]
[Blog - 04/04/2016 - 02:04]
I 'm with Mark on ...
I 'm with Mark on this one. I agree with your points, except your suggested solution. Demoting your companion from a companion to a skill tree isn 't going to strengthen your bond with them. In the case of Piper, I did at least have an emotional connection to her. ...
[Blog - 02/01/2016 - 01:13]
Fair point. I was taking ...
Fair point. I was taking a close look at Kirby specifically for the powers Kirby gets, because that 's what 's relevant to the game design I 'm working on. I guess in doing so, I skipped a major element of what makes Kirby Kirby.