GDC Europe 2016 Schedule

View, browse and sort the ever-growing list of GDC Europe sessions by pass type, track, and format. With GDC Europe Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Europe Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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  • 'Life is Strange': The Blue Age of Storytelling

    Speaker:
    Location:  Offenbachsaal, 1st Level
    Format: Lecture
    Track: Design
    Pass Type: Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: All

    A talk in three acts that will focus on the writing/narrative/character elements of 'Life is Strange' (LIS). It will share how Christian came onto the project as the American writer working with the French Dontnod team to create the game's Pacific Northwest cultural ambience. It will discuss how they wrote/approached the game's sensitive subject matter. This will be followed by the writer's insight on the public/critical response to LIS and what a positive signal it may bode for the next age of game storytelling.

    Act ll will highlight a specific scene from Episode 4 in order to breakdown the basic elements of character, gameplay, narrative and branching dialogue. Actual script and yED branching samples from the game will also be used for demonstration to illustrate the myriad of layers of writing that went into the game.

    Act lll will examine how LIS has created an emotional experience for the player and how this was hopefully achieved episode by episode through character design, dialogue and personality. Characters in the game should reflect the culture and region, even if language is indigenous and not familiar (i.e., "Hella"). Brief clips will be used to illustrate how emotional beats can create further identification (or not).

    In conclusion, the acceptance of LIS is a sign that game narratives are expanding and the "New Age" has become a "Blue Age" of storytelling. Game screens and platforms now reflect more diverse topical, emotional narratives…and writers have a chance to share in this experience.

    Takeaway

    Attendees will learn how the writer for an indie game can work with a team to adapt a unique episodic title into compelling scenes, dialogues and puzzles. They will also gain insight into layering characters with emotion via behavioral, conversational and environmental narrative in a new age of game storytelling.

    Intended Audience

    This session will benefit writers, artists, designers, producers and those interested in the making of a lo-fi, story-based, award-winning title.