This lecture, given at Channel 4 in London, covers ideologies, examples, processes and practicalities in interactive narrative.
- Introduction: Start Here
- Making both narrative and interactive work
- Why interactive?
- A New Context
- Presentation notes
- The Fray: example
- The Fray: example
- The Fray: structure
- Tomb Raider: example
- Tomb Raider: example
- Tomb Raider: structure
- Grand Theft Auto: example
- Grand Theft Auto: example
- Grand Theft Auto: example
- Grand Theft Auto: structure
- Metafilter: example
- Metafilter: structure
- Evening: example
- Evening: structure
- Requiem for a Dream: example
- Requiem for a Dream: example
- Requiem for a Dream: example
- Requiem for a Dream: structure
- AI game: structure
- User-Centred Design
- The Multi-Channel Experience
- Research resources / Links
This presentation will be permanently available with updates at:
www.elasticspace.com/interaction/narrative/
© Timo Arnall 11th
February 2002 | last updated 29th October 2002
www.elasticspace.com
|
email me