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How to Build a Home: Designing Narrative for Sindri's House in 'God of War Ragnarok'
Home bases in games have long been a player-driven experience: Supporting characters lack agency and believability. In this session, Harleigh Awner, Technical Narrative Designer at Santa Monica Studio, describes an approach to creating a home base that is character-driven: What it means to give characters the independence to act, why it's important, the challenges the team faced, and the solutions they found. This talk will break down two visits to Sindri's House by describing, in detail, the structure of each visit and how the team approached balancing the goals of character autonomy and unrestricted player control.
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