There are few secrets hidden in the vast world of The Witcher 3: Wild Hunt that we have not yet discovered. While we travelled through dangerous woods and swamplands, unveiled mysteries in astonishing cities and had sexual intercourse with several characters, there is still information left that the developers themselves share rarely. At the 2016 PLAY Conference, which took place during the annual PLAY – Creative Gaming festival in Hamburg, Sebastian Kalemba, animation director at CD Projekt RED, shared his knowledge about motion capturing and character design in The Witcher 3, including the development of Geralt’s finishers and fight scenes, Olgierd’s fencing technique and Origin, Ciri’s appearance and the Giant Toad’s destiny.
English
Abstract: “Transmedia Storytelling and Its Influence on Narration and Reception: Conan Doyle’s A Study in Scarlet and Computer Games”
This thesis aims to show the influences of transmedia storytelling on narration and reception exemplified by the novel A Study in Scarlet and a video game based on the detective stories by Arthur Conan Doyle called The Testament of Sherlock Holmes.
Interview: Orwell – Art Director Melanie Taylor on their successful „privacy invasion thriller“
At this year’s gamescom I had the opportunity to take a look at Orwell, the highly successful „detective-data-mining-story and point’n’click-and-textadventure“. Furthermore, I talked to Art Director Melanie Taylor about the setting, the studio’s aim, difficulties during development and the game’s future.
What to expect from Mafia 3 – Ludic approaches on racism
Mafia 3 by 2K was released yesterday, the first reviews are only a few days away. The third adventure about criminality, breaking free and outstanding good music might or might not live up to its expectations. One of them is that the game offers a responsible, realistic and still easily accessible approach on racism.
The Wasteland’s Diversity and Narrative Open-mindedness
This text is not about the people of the Commonwealth being open-minded, quite the contrary. This text is about Fallout 4 and how its diversity and narrative structure lure us into new approaches on awareness and reflection.
Death Stranding and the power of mind
A few weeks ago Hideo Kojima announced the project Kojima Productions has been working on since its valediction from Konami. Death Stranding is already the target of many wild discussions and shows a naked Norman Reedus. Being surrealistic and approaching important issues of mankind, the trailer is not only a demo of the game’s setting, but also of its tone and otherness. But what does it all mean? Which role does the baby play, what is the black fluid, why are there dead animals and ominous handprints? Is there a connection to Mad Max and Miller? A text on the meaning and interpretation of Death Stranding and what the trailer discloses.
Creative Gaming Award 2016 – Submit now!
Are you an indie developer? Then here’s your chance to win the Creative Gaming award. Submit now!
Q&A: Luis de Miranda: An academic paper on Life is Strange
Luis de Miranda wrote an academic paper about Life is Strange and answered some of my questions about it.
Guns, Gore & Cannoli – pasta for me and bullets for you!
Guns, Gore & Cannoli is that type of game nobody can hate and that is just really fun to play. Click here and I explain why.
Designing Life is Strange: Raoul Barbet and Michel Koch at PLAY15
At this year’s PLAY15 Conference Barbet and Koch talked about Life is Strange and how its gameplay evokes emotions, but also certain risks. The article was published on darkzero.co.uk.