GDC SLIDES: WHAT DISNEYLAND CAN TEACH YOU ABOUT GAME DESIGN
Found via a spied-upon conversation between Deus Ex: Invisible War and Karmastar designer Harvey Smith and God of War‘s David Jaffe: slides from this GDC talk I now regret missing (though it appears BB’s own Cory Doctorow didn’t), in which Pac-Man World, Maximo and God of War designer Scott Rogers explains that everything he knows about game design he learned from Disneyland.
Even without Rogers’ overlying explanation, there’s a lot to be gleaned from the slides, from Disney’s use of ‘weenies’ — distant landmarks to orient and draw the player into your world — storytelling via your environment, and building anticipation through landscape lulls.
Previously:
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