This week, we studied the principles of worldbuilding. Creating a common narrative, moodboards, and the first steps in building a world in which the characters must participate. An example of my work with Doris Rusch’s framework, which I plan to apply to my main character:

We also met one of my favorite guests, who introduced us to the principles of building a world and the responsibilities of working as a Level Designer. Oguz Orkun Doma introduced us to the step-by-step mapping system, grey boxing principles for the initial stage of work with the creation.
Working on a group task, I faced a personal difficulty: the problem with my own story was that the player was “locked” in a pretty limited space; I couldn’t really progress in the development of the narrative ( at least, I thought like this). He proposed a solution in not trying to show progression of the player through a journey between locations, but using time stamps. This greatly helped me in building one of the main game pillars related to mechanics, while the concept of memories/flashbacks greatly overlapped with the whole story concept and became its main part.
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