Holy mother of sub stats
Holy mother of sub stats
Dang rejected within 30 mins of an application is tough π
OKAMI!!
Yeah totally fair, it happened so quickly after all
I thought Todd motioned to her to go for a speech and she declined if I saw correctly?
TGA is on FIRE this year
I will be at TGA one day
AMIIIIIIR!!
Split Fiction literally looks amazing
Playing the steamdeck on vacation has been everything and more.
GTA 4 on this has been perfect
Witcher 3 has been good to me so far despite its gameplay gripes itβs been fun as a narrative experience
Back from the holidays! Hope everyoneβs holiday was great, ready to play some games
The Ed Edd and Eddy game is the one that escaped my childhood, I must get one myself now
Oof heavy loaded question
Developing a full roadmap, working with cross-functional teams is a great way to see an intersection of talent come together and unite to make a product.
Itβs so great on mobile apps, but I canβt even imagine how fun (and incredibly stressful) it is for games. I canβt wait.
Lighting in games have gotten so good that I feel like Iβm getting the vitamin D needed
Playing Witcher 3 properly means killing everything, looting all there is, then coming back to that spot 5 minutes later because itβs an important quest area
I really want to play Dragon Age and Star Wars Outlaws
Started Witcher 3 and itβs been fun so far, some of the game mechanics though donβt hold up at all
Just followed! Aspiring game producer here, your work is fantastic!
Again, I just wanted to share my notes in case this helped anyone. As an aspiring producer I think understanding other divisions go along way, and even this goes well into how CDPR went about iterations and the process.
Please feel free to watch the original GDC talk here:
youtu.be/nAkH86__g0o?...
The structure of the narrative pipeline is as such:
β’ Pre-alpha
β’ Alpha
β’ Pre-beta
β’ Beta
β’ Polish
β’ CDPRβs games are about the story and the most important fact in that is that they would always like to take the player on an adventure to their worlds and make it imperative that it feels realistic
(4/4)
βͺ When the process is concluded, the company calls this the βfirst
playableβ. The goal of the draft stage is to ensure that all the quests are playable which in turn makes the whole game playable.
(3/4)
βͺ The first elements of gameplay are also in this phase as the team
wants to make sure the quest is playable.
(2/3)
βͺ Then after the approval, block out locations are then worked on by the level design team.
βͺ The quest design team then begins working on the first drafts of the dialogue. This is sketched out not written to get an idea of what the scene is about
Itβs important to note that there are Draft Implementations to do as well: (1/4)
o On blockout locations
o First draft of the dialogs
o First gameplay
o Completely playable
βͺ When approved the documents are used to produce a base that all the departments can use to be on the same page.
(2/2)
βͺ There are examples of dialogues there, but not too many as dialogues arenβt written in these documents.
βͺ The iteration happens with multiple cross-functional teams such as the cinematic design team, the open world team, and writers.
After this step, there is a: Quest Design Document (QDD). (1/2)
o More iterations
βͺ Quest design team steps in and begins working on the design, this is something that looks like itβs in between game design and a movie
scenario.
So letβs begin with the βNarrative Pipelineβ
During the Narrative Pipeline there is a: Story Outline (1/1)
o Lots of iterations
βͺ This outline can be short, potentially a few pages or less.
βͺ Then there is feedback on the outline then it grows from there.
Per the last thread - I will only be sharing a little bit of my notes, otherwise weβd all be here for God knows how long.