2025/04 - Design - Creating Ludonarrative Resonance : Merging Narrative and Gameplay for Engaging Experiences (Simon Wasselin - Remedy Entertainment)
Formation créée le 01/11/2024. Dernière mise à jour le 19/11/2024.
Version du programme : 1
Programme de la formation
This master class on 'Ludonarrative Resonance' offers a holistic approach to designing engaging playable experiences. Participants will learn to integrate narrative and gameplay elements, enhancing storytelling and player investment. Using examples like Alan Wake 2 and Detroit: Become Human, the course provides practical insights for both AAA and indie developers. Through hands-on exercises, you'll gain the skills to craft immersive journeys that resonate with players, achieving harmony between story and gameplay. April 7th 2025 in Paris - April 9th 2025 in Lyon 1 - Introduction to Ludonarrative Resonance a) Definition and Origin b) Importance and mindset 2 - Give meaning to your play (focus on gameplay) a) Player verbs and fantasy b) Progression and game structure c) Mechanics contextualization 3 - Make the Story playable (focus on narrative) a) Different type of “media” for different purposes b) Player expression and choices c) Tone & style 4 - All the support tools at your disposal (focus on visual, audio and ui) a) Visuals – Aesthetic, Environment & Character Art Storytelling, Cinematography b) Audio – Sound, Music, mix c) UI – Frictions, accessibility, subversion 5 - Addressing implementation challenges in Ludonarrative Resonance a) Team structure and responsibilities b) A small part of the whole c) Setup / payoff 6 - Projects discussion 7 - Wrap-up a) Summary b) Q&A
Objectifs de la formation
- Learn the concept of Ludonarrative Resonance and its importance in game design
- Practice how to integrate narrative and gameplay elements to create cohesive and immersive playable experience
- Explore the supporting role of different game elements
- Develop practical skills to apply Ludonarrative Resonance principles while navigating the inherent challenges of maintaining these principles in large teams and complex projects.
Profil des bénéficiaires
- Narrative Designers
- Gameplay Designers
- Level Designers
- Game and Creative Directors
- Producer
- Participants should have a good understanding of game design principles, including gameplay mechanics and narrative design, along with experience in game development, whether in AAA or indie projects.
- Familiarity with storytelling techniques in interactive media, prior exposure to game analysis and critique, and basic knowledge of other game elements such as visual or audio is a plus.
Contenu de la formation
-
Introduction to Ludonarrative Resonance
- Definition and Origin
- Importance and mindset
-
Give meaning to your play (focus on gameplay)
- Player verbs and fantasy
- Progression and game structure
- Mechanics contextualization
-
Make the Story playable (focus on narrative)
- Different type of “media” for different purposes
- Player expression and choices
- Tone & style
-
All the support tools at your disposal (focus on visual, audio and ui)
- Visuals – Aesthetic, Environment & Character Art Storytelling, Cinematography
- Audio – Sound, Music, mix
- UI – Frictions, accessibility, subversion
-
Addressing implementation challenges in Ludonarrative Resonance
- Team structure and responsibilities
- A small part of the whole
- Setup / payoff
-
Projects discussion
-
Wrap-up
Simon Wasselin is a seasoned video game professional with over 15 years of experience. He began his career in 2008 and quickly established himself as a talented game designer. Simon spent a decade at Quantic Dream, playing a pivotal role in the development of critically acclaimed titles like Heavy Rain, Beyond: Two Souls, and Detroit: Become Human. Starting as a Game Scripter, he advanced to Game Designer and ultimately to Lead Game Designer, contributing to the narrative depth and innovative gameplay of these award-winning games. Seeking new challenges, Simon moved to Finland to join Remedy Entertainment. There, he worked as a Senior Game Designer on the single-player campaign of Crossfire X and briefly as a Narrative Designer on Control before becoming the Lead Narrative Designer for Alan Wake 2. His expertise in weaving compelling narratives into gameplay has earned accolades and industry recognition for the titles he has worked on. Currently, Simon serves as Associate Game Director at Remedy Entertainment, focusing on the highly anticipated remake of Max Payne 1 and 2. His extensive experience and proven track record in narrative design continue to drive the creation of immersive and engaging gaming experiences. Simon's journey in the video game industry is marked by a commitment to excellence and a passion for storytelling.
- Exercices au cours de la formation et quizz tout au long de la journée
- Accueil des apprenants dans une salle dédiée à la formation.
- Documents supports de formation projetés.
- Exposés théoriques
- Etude de cas concrets
- Mise à disposition en ligne de documents supports à la suite de la formation.