Greg Buchanan was born in England in 1989. After completing his BA in English Literature at Pembroke College, University of Cambridge, his PhD at King’s College London, and the UEA Prose Fiction MA, Greg now writes prose fiction, graphic novels, and video games. Greg was the writer of the critically acclaimed sci-fi narrative 30-hour expansion NO MAN’S SKY: ATLAS RISES, exhibited at the V&A’s 2018 video game exhibition. Waypoint called parts of this story a “glimpse into the future of games” while GQ said it was the “most cohesive and intriguing tale that the game had delivered so far”. In 2018, he was named in GamesIndustry.Biz’s Top 100 list. In 2019, he was included in Forbes 30 Under 30. He has written over 20+ games across indie, AAA, mobile, VR, and more, in addition to acting as a voice director on games such as Divinity: Original Sin 2. He holds a PhD in ethics and identification in novels and games. Greg is represented by Sam Copeland of Rogers, Coleridge & White for prose fiction.
In this talk Greg Buchanan (writer of No Man's Sky: Atlas Rises and popular Alexa game The Vortex) will discuss best practices for successful narrative design and game writing on voice-based plaforms such as Amazon's Alexa and Google Assistant. These new platforms have huge untapped potential in their non-traditional gaming audiences, the manipulation of a user's voice as the primary control mechanism, and the ability to deploy platform-agnostic experiences. Greg will discuss the development of the existential drama-comedy space game 'The Vortex' as his primary case study, a voice-based title developed by Bioware and Bandai Namco veterans, and which was positively reviewed and featured extensively by Amazon to the platform's 100 million strong install base. Greg will communicate best practices for onboarding a narrative experience, using a mixture of computer-generated and voice actor performance for NPC characters, deploying microtransactions, and utilising timer mechanics as part of the narrative experience, all contextualised and contrasted with narrative design for other platforms new and old (console, mobile, AR, VR). The talk will end with a discussion of voice-based games as an evolving medium and their future potential.
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Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
We are so lucky to have Develop here in the UK. It’s a unique event where you can come and discover new things with people who care passionately about video games. It’s a sea full of new ideas.
It’s really nice to see some of the younger people in our studio come to Develop, interact with other people in the dev community and make new contacts. I think it’s really important to learn from other people.
Develop is a very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
By coming to Develop what you get is the opportunity to network like you can’t in any other situation. Everyone knows everyone and it’s such a wonderful community feel.
Develop:Brighton is especially unique - it’s by the seaside and there’s a lovely relaxed tone that goes with that.The talks are cool, the networking is cool and having the opportunity to catch up with people – that’s always the excitement for me!
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
There really is a huge mix of people at Develop - loads of peers that you can learn from and the perfect blend of every element of game development as well.
There’s something creative about Brighton, so it’s the perfect place to have the conference.
Develop is the must-attend event for the games industry in the UK. It’s where we all come together and learn from each other. It’s the best way into the industry and it’s the best place to learn from your colleagues.
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