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Session Name:

Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cinematics


Creating emotionally engaging stories and cinematics requires the narrative, visual, audio and gameplay elements to work together to support the game's central themes. Using contrast and context as tools can help teams develop stronger story themes, create content that supports those themes and deliver the story in a meaningful way that doesn't rely on lengthy exposition. This session will examine how BioWare has used contrast and context in Mass Effect and Dragon Age and how these techniques can be implemented across departments to enhance the narrative and cinematic experience.

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  • GDC 2012
  • Jonathan Perry
  • BioWare
  • free content
  • Game Design
  • Design