My biggest regret as a narrative designer is that I cut my teeth on the idea that I was the lowest common denominator in the development process, that my job was to do what had been done before, to be seen but not heard and tiptoe around superior disciplines.
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I guess I’m just kinda done with being underestimated. and ALLOWING myself to be underestimated. At Jagex I was just the email girl, bottom rung. People thought of me as ‘silly’, nothing in my head, largely owing to the fact that I’m quite playful and self-deprecating in person.
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That’s not paranoia — that’s what I’ve literally been told. And I reckon people who haven’t seen my work probably still have those opinions. But damn do those opinions change fast when I get the chance to do. my. thing. Often accompanied by a look of surprise. *sigh*
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Literally the story of my life. Misogyny? Perhaps. Guess I’ll just get by on spite.
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I'm preparing talks for a narrative design class and I realized I'm anxious what I'll say won't bring anything of value, that it's inherent and obvious. Part of it is having trouble remembering what ground level skill truly looks like, the other stems from what you described.
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(also internal bias against soft skill as opposed to engineering. Not even someone who works in narrative design is immune to it, it turns out
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If I had known you then I would have asked you what your favorite moment of every game you ever loved was and then I would have asked you what percentage of those moments were narrative. So far? Everyone--without fail--mentions a story beat.
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I feel you. It can be hard (speaking from experience) to walk the line between that "I'll just do whatever, poor little writer me" and the other extreme. It doesn't help that often in indiedev it's actually up to us NDs to determine what we do, because studios seldom know.
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Wydaje się, że ładowanie zajmuje dużo czasu.
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MCV 30 Under 30 2021