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That s No Moon: Industrieveteranen gründen neues Studio
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Lights, camera, action! Over a year later, theatre returns
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The glamping company’s chief brand officer talks evolution and expansion
Words by: Stacy Shoemaker Rauen + Will Speros • Photos by Madison Kotack + courtesy of AutoCamp
In less than a decade, AutoCamp has established itself as a hospitality juggernaut, taking glamping to new heights. Much of the experiential hospitality company’s rapid expansion can be credited to chief brand officer Ryan Miller. He met AutoCamp CEO Neil Dipaola (who is also founder of Mesa Lane Partners, a fully integrated real estate investment, development, management, and hospitality company) after his friend forwarded him a posting for a marketing and social media position for Dipaola’s LEED-certified student housing development called the Loop at UC Santa Barbara. (With Miller’s help, the property sold out before it opened in 2012.) It was the impetus for their future partnership in many ways. “There were so many parallels with that project and AutoCamp, especially in the early days,” Miller
Writing Slapstick And Narrative As One by Pietro Polsinelli on 02/23/21 11:35:00 am The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
(Or from Wilt to a composable story engine.)
I had this narrative design problem: how could I define my game s “slapstick” scenes that mix movements, actions, barks and dialogues without hard-coding behaviour in something linked but not organic to the narrative content?
In the past, I have used dialogues and configurations (in Unity, Scriptable Objects) in order to somehow keep the narrative and plot separate from code (so not hard-coded LOL) but for a “slapstick” game I need a more dynamic and integrated solution.
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