Thatgamecompany co-founder Jenova Chen set out to create not only a new video game experience but a new emotional experience, with the multiple award-winning PlayStation hit Journey
, he shared at GDC 2013.
Courtesy of the GDC Vault
, this free 60-minute lecture explored Chen's desire to make an online multiplayer different from his experiences with World of Warcraft
. He wanted Journey
to be genderless and ageless, with gameplay that was neither about achievements nor empowerment.
Prototyping for the emotional Journey
actually began around its music. Chen said that he always does so because "music is the most effective and powerful medium that can create emotion."
Track / Format:
It took thatgamecompany three years to develop a two-hour long video game. Many high-level experimental ideas were tested and failed, and many lessons were learned during the design and production of the game. 12 months have passed since the game was launched, and we would like to share what we learned with you. This talk will give you the insight into the process thatgamecompany took to come up the original concept for Journey
, how we polished and executed the design to realize an emotional arc, and most importantly, the difficult lessons we learned throughout the process.
About the GDC Vault
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form
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