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Independent Games Summit
Vault Recording: Video
Audience Level: Intermediate
How do you tell a love story in a mobile game? Mountains Creative Director Ken Wong discusses the journey of designing 'Florence'. Ken will cover the project's inception and turbulent design evolution, and how the game achieved its emotional resonance. He'll also talk about the pressures of building a team from scratch, working with Annapurna Interactive, and following up 'Monument Valley'.
Sidestepping traditional game design patterns and focusing on user experience helps lead to innovation. Narrative designers will benefit from a breakdown of Florence's narrative techniques and how to use them in their own games. Attendees starting new studios can learn from Mountains' mistakes and successes.
This talk will be most beneficial to game designers and narrative designers of all levels. It will be assumed that attendees have played 'Florence', and spoilers will be included.