Cyberpunk 2077: A quick Quest Design Review

Okay, so CD Projekt RED Lead Quest Designer Paweł Sasko asked some questions from the community which played Cyberpunk 2077: https://twitter.com/PaweSasko/status/1441836927540502529 https://twitter.com/PaweSasko/status/1441836943893991424 So, while I planned a larger review at some point, I’ll now have to swallow the pill and give a quick Quest Design review of Cyberpunk 2077. Before we start, let me stateContinueContinue reading “Cyberpunk 2077: A quick Quest Design Review”

#39 UI: Cybertext

“Substance before Style”  Another post, another storytelling device: The user interface, or for short UI. Principles of Interaction Design On his website, Bruce Tognazzini gives a holistic (my favourite!) introduction to what he calls “interaction design”. The background he is writing from is that of the great design, UI, UX (user experience) trends which cameContinueContinue reading “#39 UI: Cybertext”

#38 NPC Communities: Langeness Pt. 2

 The second post in this series is about concretizing a NPC community concept. Environmental Storytelling By placing certain actors in certain places, having certain looks and being surrounded by certain objects, we can tell something about the place and the people living there. This telling becomes even more evident when things are moving: People work,ContinueContinue reading “#38 NPC Communities: Langeness Pt. 2”

#37 NPC Community: Langeness Pt. 1

 In this post we’re gonna take a look at NPC communities: How NPC are integrated into the gameworld, doing actions, reacting to events and being integrated in quests or small dialogs. Quest Design in The Witcher 3: Wild Hunt A neat article including this topic is one written by now Lead Acting Quest Designer PhillipContinueContinue reading “#37 NPC Community: Langeness Pt. 1”

#36 Scene: The Father

This post presents the conclusion of long ongoing project of mine, a scene for trial 6 in the trial of radishes, which are a tutorial for the radish modding tools for The Witcher 3: Wild Hunt. Cinematography Techniques The active reader might remember post #18, where I introduced how the creation of scenes is organizedContinueContinue reading “#36 Scene: The Father”

#35 Quest: The Lonelines of Old Eremites

After writing the last post, I decided to take another step against my drive for theory. This is on the one hand to get closer to the root motivation for the whole project – practical quest design – and on the other hand a reaction to the simple fact that I’m slowly but surely runningContinueContinue reading “#35 Quest: The Lonelines of Old Eremites”