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Nathan Savant

@BaldSavant@mastodon.gamedev.place
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✍️ Narrative Systems Designer
🧭 Quest designer and world builder
🧠 Psychology and Sociology in #GameDesign
🧙‍♂️ Wizard in need of a pointy hat

Currently @ Monolith

He/Him

385 Followers
345 Following
2 Posts
Joined November 05, 2022
Twitter:
@BaldSavant
Website:
https://www.nathansavant.com
Bluesky:
https://bsky.app/profile/baldsavant.bsky.social
Open post
Nathan Savant @BaldSavant@mastodon.gamedev.place
· 47mo ago

My #introduction sucks, so let's try again!!

I'm Nathan! I'm a Narrative Designer currently working at Monolith on Wonder Woman.

I'm most known for

🌍 World Building
🧭 Quest and motivation design
🧠 Psychology and meaningful actions

I am big on procedural narrative/characters and have been learning how to do #procgen quests in an open world as part of a side project.

Follow me for educational links and lots of #NarrativeDesign and #GameDesign theory!!

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Open post
Nathan Savant @BaldSavant@mastodon.gamedev.place
· 29mo ago

NEW BLOG POST!

This time I'm looking at specific techniques used to tell your story without relying on cutscenes.

Read this if you want to lower your budget!

#NarrativeDesign #GameDesign

https://www.nathansavant.com/post/how-not-to-need-a-cutscene

How Not To Need A Cutscene
My Site

How Not To Need A Cutscene

In writing a novel, you’re often given advice that you must Show rather than Tell. This advice is given because if you show the objective actions taken by a character, the reader can then infer meaning from those actions, which makes the story more interactive. Readers want to engage with a story, but in order to do so they must be shown and then allowed to infer. If you simply tell someone the answer, they are not required to participate, and so they do not engage. The same advice holds true fo

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