
About the Panel
Game designers often have a unique challenge: storytelling with death as a beat, rather than an end of a character. The average roguelike has more deaths in it than three Hamlets. How do you make your games and narratives "make sense" in this low-key morbid situation? Listen to designers of various kinds of games think through these problems, and mistakes they've made regarding it in the past!
Panelists
Tanya X. Short, Tyler Sigman, Tarn Adams, Adam Saltsman
[url=]Tanya X. Short[/url]
The Captain of Kitfox Games and lead designer of Boyfriend Dungeon, Moon Hunters, and more. She also co-edited Procedural Generation in Game Design and Procedural Storytelling in Game Design.
Tyler Sigman
Tyler is the lead designer and co-founder at Red Hook Games, famous for the Darkest Dungeon series.
Tarn Adams
Tarn Adams is also known as the Toady One, co-creator of Dwarf Fortress. He also co-edited Procedural Generation in Game Design and Procedural Storytelling in Game Design.
Adam Saltsman
Adam Saltsman is the lead designer and co-founder of Finji, creators of Overland and publishers of Night in the Woods. He also created the legendary Canabalt.
