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Recently we had the chance to sit down with the head of Microsoft’s indie game service ID@Xbox, Chris Charla, to discuss all things Xbox, indie, and the future of the platform.
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Post by KostaAndreadis @ 05:05pm 06/11/17 | 0 Comments
Recently we had the chance to sit down with Aussie developer Tim Stobbo, who currently works at the extremely talented studio Guerrilla Games as Principal Game Designer. A role that leans heavily towards the narrative side of things, and a key figure in crafting some of the intricate story missions that countless fans have embarked on as Aloy.


It’s the narrative side of game, the ability to tell stories that first drew Tim to the medium. But on top of that with the introduction of large open worlds to explore, like the one in Horizon Zero Dawn and other more inspirational titles for Tim like Red Dead Redemption that inform his overall narrative goals. “Figuring out story arcs is something that you want to do, thinking about characters, and thinking about the world as a whole,” Tim explains. “And then, once you've got those stories, you think about where they go in the world. And in some sense, I think, having an idea of what the world will be makes it easier because you're thinking, ‘Well, we know there's a big city here,’ or, ‘We know there's a river here.’”

“And you can place your stories around that, and you can build encounters around that, rather than just having a giant, white canvas, and you can put anything, anywhere,” Tim continues. “That's sort of the terror of the white page.” But for a project as large in scope as Horizon Zero Dawn, and the new The Frozen Wilds expansion, working within a larger team not only allows for but demands collaboration between various realms of expertise.


Click Here to Read Our Full Horizon Zero Dawn: The Frozen Wilds Interview



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