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Video: Lessons in storytelling, from Amnesia's creative lead

"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

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