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'Sunless Skies': A Narrative Postmortem
This session is about how, in less than two years of production, a small indie team made Sunless Skies: a game with a critically acclaimed, heavily reactive story and more words than the King James Bible. Using examples from development and the game's design documents, Chris Gardiner, Failbetter's Narrative Director, will explore the challenges the team faced, the processes and techniques they employed, and what worked (as well as what didn't.) The session will focus on the techniques Failbetter developed to address the demands of a story-driven game. How you can ensure your game maintains a clear, consistent narrative tone across development. How Failbetter's pitching process evolved over the project, and tips on best practices for handling pitches. How targeted consultations can improve your storytelling, access critical expertise, and help you avoid stories that are trite or insensitive.
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