Johannes
prohannes.bsky.social
Johannes
@prohannes.bsky.social
Self-styled wife guy, game janitor and laziness guru.

Tech narrative design @ Remedy Entertainment

Get in touch if you have opinions on dialogue delay or Enzo Maresca
No more news for a while!
February 19, 2025 at 7:43 PM
I bet this is it. Gotta show that ROI right away
February 9, 2025 at 10:33 AM
😂 skill issue!
February 1, 2025 at 9:57 AM
Cool, lots of stuff to think about and read thank you!
January 31, 2025 at 9:12 PM
Lua can feel maximum cowboy at times but we've found if you approach it in a disciplined, codery way and standardise how the data is handled then stuff starts to look really neat, almost like templating in real languages. Also if done just right, it's so dang readable and approachable for non coders
January 31, 2025 at 9:03 PM
That's awesome, I'm taking notes! Also have to have a look at Subcutanean.

So when something is "special/static" does that mean it's authored and the procedural elements sort of adorn it? Is it the spine of the story? Is it the opening?
January 31, 2025 at 8:57 PM
I usually land on the "single source of truth" side of any tooling or tracking debate. With even a handful branches I'd need to see it in a flow chart to understand it and then suddenly we have two truths. I love yours for linear dialogue but scared to imagine it for branching or variable tracking
January 31, 2025 at 8:50 PM
Oh ok that sounds nice. I was imagining our sprawling lua systems in blueprints but thankfully it sounds like you wouldn't do that. We often find we lose a lot of flexibility when stuff moves into code. Have you ever felt that?
January 31, 2025 at 8:38 PM
Congrats guy! Three years of killing it
January 31, 2025 at 2:48 PM
😂
January 31, 2025 at 2:47 PM
Does it cover the deep societal and economic effects of late-stage vampirism too?
January 31, 2025 at 2:17 PM
Oh nice tooling AND writing. Best of both worlds!
January 31, 2025 at 2:15 PM
Sounds pretty sweet! What about for branching content? God help us we had a branching text adventure in a DLC recently which was written in a linear format and had to be parsed by someone with a very specific brain
January 31, 2025 at 2:13 PM
Hell yeah, TNDs unite! Not to be confused with the Teenage Mutant Narrative Designers
January 31, 2025 at 12:12 PM
Sounds familiar though I wish we'd do more tooling! I'm always thinking about ways to prototype things which make converting to usable/alpha easy, but we seem to love doing everything 9 times in 9 different ways here so it doesn't matter!
January 31, 2025 at 12:11 PM
The thought of debugging complex systems in Blueprints is giving me palpitations. Is there a point at which you say "enough! this needs to be in code"?
January 31, 2025 at 12:06 PM
More of Inkle man than an articy freak?
January 31, 2025 at 12:03 PM
God's work! If you can get writers to work in-engine consistently then you've done more than I may ever achieve
January 31, 2025 at 12:00 PM
Honestly fascinating, the narrative needs of such an inconceivably large game. Procedural stuff intrigues and frightens me in equal measure though, it must be such a tightrope walk, too many guardrails and it feels samey, too few and it's incoherent. How have you guys found the sweetspot?
January 31, 2025 at 11:58 AM
January 30, 2025 at 5:18 PM
But probably the most important thing we do is be the in-betweeners. Onboarding designers so they can implement on their own, being the go-to for other departments when narrative system is acting up, quickly prototyping a new narrative gameplay feature, or designing boring or more technical features
January 30, 2025 at 5:15 PM