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I will talk about the writing process behind the music of Chants Of Sennaar, what the constraints were, how we got to work together and how we tried to give another dimension to the puzzles, which are the main vectors of storytelling in the game. The first half of the talk will be general ideas about how to think about puzzle game music, the scoping and documentation required (with screenshot examples of documents). I'll then talk more specifically about Chants Of Sennaar, what the music needs were and how we implemented it, focusing on the 2nd level of the game. Other topics include camera work, level design, world building, environmental storytelling, etc.

Designing for Discovery - Lessons from Hungarian Maths Education
Levente Bodnár and Zsombor Fehér, EmptyMatter
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