2025/09 - A Quantum Of Immersion: How To Set “Immersive Experience” As An Achievable Design Goal (Dana Nightingale - Arkane Studios)
Formation créée le 07/07/2025.
Version du programme : 1
Programme de la formation
When we talk about immersion in games, especially action–adventure games, we often use terms like, “feels like you’re there,” or “losing yourself into it,” or even, “a living, breathing world.” But, what actually makes a game immersive? Is it simply a first person camera, a minimalist UI, and maybe some volumetric lighting? (Nope.) Dana Nightingale, who has been doing level design (and now level design direction) at Arkane Studios since 2010 (the Dishonored series / “DEATHLOOP”) will demystify the concept of player immersion and define it as something which achievable design goals can be built to foster. September 10th in Antwerp. This masterclass will take place during the Game UX Summit. The ticket to access the other 2 days of summit (Sept. 8 & 9) is included in the price of the masterclass.
Objectifs de la formation
- Understand what makes a game immersive
- Decide if that is the kind of experience you want your game to be
- Learn how to formulate your design objectives, filters, guidelines, review processes, and quality targets in specific ways to achieve the intended experience.
Profil des bénéficiaires
- Level Designers
- System Designers
- Narrative Designers
- Game Designers
- A basic understanding of game systems design, level design, and narrative design, and how all of those disciplines interact and rely on one another.
- Masterclass in English
Contenu de la formation
-
Giving Context
- Who am I?
- Why do we care?
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On Immersion
- What is an immersive experience?
- Is immersion right for your game?
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High level breakdown
- Building Trust
- Inviting Intentionality
- Respecting Agency
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Application
- Design Tools
- Team Organization
- Definition of Success
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Wrap-up / Etc.
Dana fled the United States in 2011, equipped with a masters of architecture degree she had never used, to join Arkane Lyon to do level design. Fifteen years (and one mechanical house) later, she now finds herself as director of the level design team and steward of the game’s critical path. She frequently travels around Europe giving game dev lectures, and writes queer science fiction novels as a hobby (often at the same time).
- 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
Qualité et satisfaction
Modalités de certification
- Délivrance d'un certificat de réalisation