Game designer Simon Wasselin explores gameplay and narrative
Narrative designer Simon Wasselin talks about his journey in the industry, how to balance gameplay and narrative and what he looks for in writers.
Simon entered the video game industry a decade ago in one of the most prominent narrative-heavy game studios Quantic Dream. He worked as an integrator, learning the craft of both narrative design and gameplay design through implementation on the acclaimed Heavy Rain.
He then started working as a game designer, shaping major gameplay elements, level designs and the narrative design aspect of Beyond – Two Souls.
He went on to become Lead Game Designer on Quantic’s next project Detroit Become Human, where he managed an eight-person team in designing this complex interactive drama.
With 10 years in the business and 3 AAA shipped games, Simon brings his insight and knowledge to the course of how to intertwine narrative and game, and balance the needs of a great story with the constraints of interactivity.