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"Having a sense of presence might actually be the best storytelling device we have in our media," says Thomas Grip, creative director behind Amnesia: The Dark Descent.

July 19, 2013

2 Min Read

"Having a sense of presence might actually be the best storytelling device we have in our media."

-Frictional Games' creative director Thomas Grip believes in letting players' imagination do most of the work. In this GDC Europe 2012 lecture, Grip shows the science behind and the practical implementations for maintaining this level of immersion. He demonstrates how even lauded games such as Heavy Rain, Dead Space, and Assassin's Creed break this sense of presence and how games such as Limbo facilitate it. For other perspectives on storytelling, GDC Vault has free lectures from Kent Hudson on player-driven stories and Antony Johnston on what comic books can teach video games.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins. Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website

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