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Video: Making linear level design feel non-linear in Gone Home

At GDC 2015, Fullbright's Kate Craig and Steve Gaynor take the stage to discuss the level design techniques they used to breathe life into the lifeless 3D levels that make up Gone Home.

If Fullbright's 2013 game Gone Home didn't pioneer the genre of first-person exploration games ("walking simulators"), it certainly popularized the term and inspired a host of developers to try their hands at crafting games with narratives that are found, rather than told. 

At GDC 2015, Fullbright's Kate Craig and Steve Gaynor took the stage to discuss the techniques they used to breathe life into the lifeless 3D levels that make up Gone Home.

Together they shared approaches for connecting with player psychology and emotion via level layout, design, and decoration.

It was a good talk, rife with best practices for researching and constructing authentic, believable spaces for players to inhabit, and now you can watch it for free over on the GDC Vault.

About the GDC Vault

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. 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 by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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