[vc_row type=”in_container” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/1″][vc_column_text]DevGAMM is proud to announce that Chris Remo, designer and composer of Firewatch game is coming to Moscow!
There is a lot of talent behind Firewatch. Campo Santo accumulated the best game developing practices and created a masterpiece: the game made a big splash in the industry this year. We invited Chris Remo to DevGAMM to share the story of how they were able to accomplish it.
How do you make a video game that is primarily about characters and story—without using combat, mechanical challenge, or traditional adventure game puzzles? Many developers have tackled this problem with very different results. Chris will explain how, with the first-person exploration adventure Firewatch, Campo Santo attempted to learn lessons from different video game genres in order to maintain player interactivity and carve out a unique space in the story game genre.
This presentation Firewatch: Rethinking Story-Driven Games will be of benefit to video game designers and developers working on games with a focus on story, characters, and exploration. It will also be of general interest to video game players who enjoyed Firewatch or other games that attempt to invest their audience emotionally in a world or its characters.
Chris Remo is a designer and composer at Campo Santo. His design and writing credits include games such as Firewatch and The Cave, and his original soundtracks include Firewatch, Gone Home, Thirty Flights of Loving, and Spacebase DF-9. He also co-runs the Idle Thumbs podcast network, and co-hosts its flagship gaming podcast.
Don’t miss a unique chance to catch Chris Remo in Russia! Grab your ticket now.
Important! Early Bird registration will end on March 31st. Only 3 days left![/vc_column_text][/vc_column][/vc_row]