gdc game design Evoking Emotions and Achieving Success by Breaking All the Rules
Evoking Emotions and Achieving Success by Breaking All the Rules Transcript and Lesson Notes
In this 2011 GDC Europe talk, Frictional Games' Thomas Grip explores the seemingly strange design choices behind Amnesia: The Dark Descent, how they came about and how this kind of thinking extends beyond horror developm
Quick Summary
In this 2011 GDC Europe talk, Frictional Games' Thomas Grip explores the seemingly strange design choices behind Amnesia: The Dark Descent, how they came about and how this kind of thinking extends beyond horror developm
Key Takeaways
- Review the core idea: In this 2011 GDC Europe talk, Frictional Games' Thomas Grip explores the seemingly strange design choices behind Amnesia: The Dark Descent, how they came about and how this kind of thinking extends beyond horror developm
- Understand how gdc fits into Evoking Emotions and Achieving Success by Breaking All the Rules.
- Understand how talk fits into Evoking Emotions and Achieving Success by Breaking All the Rules.
- Understand how panel fits into Evoking Emotions and Achieving Success by Breaking All the Rules.
- Understand how game fits into Evoking Emotions and Achieving Success by Breaking All the Rules.
Key Concepts
Full Transcript
In this 2011 GDC Europe talk, Frictional Games' Thomas Grip explores the seemingly strange design choices behind Amnesia: The Dark Descent, how they came about and how this kind of thinking extends beyond horror development to other genres. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Lesson FAQs
What is Evoking Emotions and Achieving Success by Breaking All the Rules about?
In this 2011 GDC Europe talk, Frictional Games' Thomas Grip explores the seemingly strange design choices behind Amnesia: The Dark Descent, how they came about and how this kind of thinking extends beyond horror developm
What key concepts are covered in this lesson?
The lesson covers gdc, talk, panel, game, games.
What should I learn before Evoking Emotions and Achieving Success by Breaking All the Rules?
Review the previous lessons in gdc game design, then use the transcript and key concepts on this page to fill any gaps.
How can I practice after this lesson?
Practice by applying the main concepts: gdc, talk, panel, game.
Does this lesson include a transcript?
Yes. The full transcript is visible on this page in indexable HTML sections.
Is this lesson free?
Yes. CourseHive lessons and courses are available to learn online for free.
