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|Session Name:||'TUNIC': This Was Here the Whole Time|
|Company Name(s):||ISOMETRICORP Games Ltd.|
|Track / Format:||Design|
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|Overview:||TUNIC is an action-adventure game with a focus on secrets and exploration. In this session, Andrew Shouldice talks about the techniques used during TUNIC's development for thinking about secrets: What makes a good secret? How to make sure secrets beget further secrets? What's the value of hiding things just barely beneath the surface? Importantly: How do you make your finite game feel like it's got a bottomless supply of mysteries? With examples from TUNIC's development (and probably spoilers), Andrew offers a model for representing secrets as loose ends, and why the joy of resolving them is not always better than the joy of having lots of tantalizing mysteries.|