How did we tell our layered and haunting story in #Returnal? Post launch I wanted to share with #NarrativeDesign #GameWriting #gamedev how we did it @Housemarque . Thread ( 1 / 10 ) [ No spoilers, just techniques ]
1. #Plot Returnal is driven by #WhiteShadow which guides Selene and her journey on Atropos. Slowly we reveal the story layer by layer, death by death until the conclusion.

We haunt players by sharing the story bit by bit. We also leave lots of questions and hide the answers.
2. #Character Selene voiced by @janelizperry Her brilliant delivery pulls players into Selene’s mental landscape and towards White Shadow.

Selene is someone you learn to understand each new cycle as you fight forward.
3. #ProductionDesign we tell our story with every item, every environment and every bit of art. We use all of this to hide messages and meanings for players to uncover.

As we’re a fast paced action game we show more than we tell.
4. #Mechanics we tell our story with story mechanics. Selene is more than just a ferocious warrior, she’s an ASTRA scout so she scans and collects information. She translates #Xenoglyphs and interprets #Xenoarchives

She uses intelligence to survive, not just firepower.
5. #SoundDesign with our sound team we use #3DAudio and #DualSense to give you the physical experience of being on Atropos.

Vibe comes from art and sound. The fusion of Production Design and Sound Design to me is #worldbuilding
6. #AudioLogs drive Selene’s backstory from the past and future. Guiding, manipulating and haunting the player with our non-linear storytelling.

Log continuity is unique to every player too, making this storytelling organic and mysterious every time.
7. #Music @haxan_cloak masterfully scored #Returnal and brought our story alive with a cinematic and moody score.

We use the score to guide players emotions. From overwhelming bosses to mysterious exploration.
8. #Cinematics we tell our story from the ship crash to the conclusion with cinematography, editing, music, DualSense and 3DAudio to deliver a huge set piece of cinematic moments.

We did this to immerse and stun players. We reuse these moments and haunt players on every cycle.
9. #Procedural We use the procedural nature of #Returnal to let the story organize itself uniquely for every player.

We have key moments but for example when logs are collected and houses experienced it’s always unique for each player.
10. #Teamwork Returnal was built by fantastic teams.

Personal big thanks to the narrative team of @harrytkrueger, @silliet, @saanakor, #SamPesola and our writer #LukeMaulding 🙏
BONUS: Still reading? Here’s a lesson I’ve learnt which I hope helps you too.

“A great story is a world, a message and a question”

If you create a world, have a message and leave your audience with more questions; I feel you’ve made a great story.

Stay well all ✌️
You can follow @GregoryLouden.
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