Tristan and Oliver grab their notebook and hop on a ferry to get a glimpse into the extraordinary lives of Giant Sparrow’s What Remains of Edith Finch, coming away with these three bits:
- Character Anthology - Exploring the house as a narrative tool and building characters room by room
- Vignette Controls - Tapping into a variety of genres and playstyles to give each character’s perspective a unique personality
- Impossible Architecture - Keeping the player actively engaged in linear exploration through unexpected spaces and defying limitations
Let us know what you think:
3-Bit Design: @3bitdesign
Oliver - @oliverwauters
Tristan - @theatrewalker
Or email - [email protected]
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Some references:
What Remains of Edith Finch and the UX of Storytelling & Immersion - ishikasoni, Medium (article)
Dissecting Finches: A Critical Analysis of the Mechanics of the Unique Artistic Game What Remains of Edith Finch - Daniel Podgorski, The Gemsbok (article)
Weaving 13 Prototypes into 1 Game: Lessons from Edith Finch - Ian Dallas, GDC talk (video)
‘Edith Finch’ shows that more creative, thoughtful, and joyful games are possible - Jackson Wagner (video essay)
The Distributed Art Direction of Edith Finch - Chelsea Hash, GDC talk (video)
What Remains of Edith Finch writer and creative director Ian Dallas chats about making the game - Page One - The writer’s podcast (video)
PlayStation Experience | Edith Finch: The Inspirations of Giant Sparrow Panel - Playstation (video)