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Building a Cohesive Storyworld: Balancing Narrative, Art, and Design

BioShock 2 (2010, Irrational Games; 2K Games): one of the games I used as a case study for Environmental Storytelling. Image source: https://support.2k.com/hc/en-us/sections/200300223-BioShock-2.

An extended version of the slides from my talk at Guildford College & Bracknell and Wokingham College. The slides focus on ways of enforcing consistency between Narrative, Art, and Design. 

Case studies include:

  • The Last of Us (2013, Naughty Dog),
  • Hades (2020, Supergiant Games), 
  • Escape from Tarkov (~2016, Battlestate Games),
  • Diablo II (2000, Blizzard Entertainment; Blizzard North),
  • Red Dead Redemption (2010, Rockstar San Diego),
  • The Witcher 3: Wild Hunt (2015, CD Projekt Red),
  • Dead Space (2008, Visceral Games),
  • Baldur's Gate 3 (2023, Larian Studios),
  • BioShock 2 (2010, Irrational Games; 2K Games),
  • Life Is Strange (2015, Don't Nod Entertainment),
  • Inside (2016, Playdead).