Editing Morgan Lockhart
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{{Quote|My specific role is a “narrative designer.” That means different things to different teams, but at 343, it’s not synonymous with a writer. The writers are in charge of ‘what’ and I’m in charge of ‘how’ and that means driving forward not only what our stories are but how we tell them. In the early phases of our games, we all work together to develop the characters and story, but I also design and prototype gameplay systems related to narrative and work on improvements to our storytelling pipelines. Then, as we go forward, I write VO for my missions, but I also implement game design elements related to the narrative and work with mission designers, sound designers, VFX artists, environment artists, etc (everyone) to nail down how well tell the story outside of the VO and cinematics.|Morgan Lockhart, on her role at 343 Industries.<ref>[https://www.halowaypoint.com/en-us/news/canon-fodder-what-s-urs-is-ours '''Halo Waypoint''', ''Canon Fodder: What's Urs' is Ours'']</ref>}} | {{Quote|My specific role is a “narrative designer.” That means different things to different teams, but at 343, it’s not synonymous with a writer. The writers are in charge of ‘what’ and I’m in charge of ‘how’ and that means driving forward not only what our stories are but how we tell them. In the early phases of our games, we all work together to develop the characters and story, but I also design and prototype gameplay systems related to narrative and work on improvements to our storytelling pipelines. Then, as we go forward, I write VO for my missions, but I also implement game design elements related to the narrative and work with mission designers, sound designers, VFX artists, environment artists, etc (everyone) to nail down how well tell the story outside of the VO and cinematics.|Morgan Lockhart, on her role at 343 Industries.<ref>[https://www.halowaypoint.com/en-us/news/canon-fodder-what-s-urs-is-ours '''Halo Waypoint''', ''Canon Fodder: What's Urs' is Ours'']</ref>}} | ||