A new User Interface, with its own layout and art, can help attract players and convey information and character in a way that’s unique to your game. I want to talk about our experience with Restless – a small(ish) game where you haunt a house and try to make peace with its inhabitants. I hope this post can be a useful tool for others looking to make their own UI, especially in text-heavy games, or those where the bulk of the game is in its interface.
Tag game development
Hello, Flo here! I wanted to do something a little bit different for Love Indies week, and show you a behind-the scenes look at where we work. We’re quite private people so this is not something you’ll see often!
Fellow narrative designer (and all around great guy) Rob Morgan sometimes introduces himself in talks as ‘a narrative designer, whatever that is’, and it’s always stuck with me. I cannot help but appreciate the sentiment, having witnessed the term ‘narrative designer’ used to describe a variety of roles and jobs in talks, job descriptions, and in normal conversation with colleagues. I don’t believe any of those different uses of the term were wrong or less significant than any other, but I do think they can be distinct, sometimes covered by different people on a team or requiring different skills.
In the interest of thinking about this a bit deeper and preventing the title from meaning so many things that it functionally means very little, here are the three main kinds of narrative design I have come across. This list is almost certainly not exhaustive, but I hope it acts as a good starting point for discussion, and inspires you to examine your own thoughts on the subject.