Born into cinema and raise by videogames, jumping from one to the other since forever.
From programming a Spectrum at the age of 10, copying listing on Basic from magazines to first experiences making shortfilms at the age of 14, to study Computer Science at the university, to start working on TV video edition and scriptwritting, to land a programming job on a Psychology research, to a brief experience on theater and live spectacle, to finally get a Job at Ubisoft trying to find a place to explore narrative solutions on videogames.
Narrative design on open worlds come with its own set of issues, mostly related on how to provide a compelling story without denting the players freedom.
What is Systemic Narrative and how it can improve current narrative approaches?
When we perceive a game as accessible? are there any factors that foresee its memorability? are these two characteristics at odds? There is a psychological model that try to throw some light on these questions.
Procedural narrative has its own Uncanny Valley and we should be aware of it in order to avoid or minimize its effects.
[Blog - 08/15/2018 - 07:03]
Good point. I brought the ...
Good point. I brought the term from the cinema industry where there is no different non-linear approaches, so is true that a more specific name would prove useful to avoid confusions. r n r nEven so, time travel or flashback are no good description to this type of narrative as ...
[Blog - 05/14/2018 - 10:47]
The Virgin 's Promise is ...
The Virgin 's Promise is a misunderstanding of the Hero 's Journey. The central idea to label them as different is that The hero has a kingdom to protect while The virgin has a kingdom to transform r n r nThe misunderstanding came from not considering that The virgin 's ...