FANDOM


At the GDC (Game Developers Conference) in March 2016, co-directors Michel Koch and Raoul Barbet presented a case study on the use of interactive storytelling and game design to tackle real world problems in Life is Strange. In this talk they reveal how they approached the inclusion of emotional, often sensitive, and sometimes taboo real-world issues into the core narrative of the game.


Raoul Barbet: Thank you. Hello, everyone. Thanks to be here for the (...) and sorry in advance for our awful French accent. My name is Raoul Barbet and here is Michel Koch. We are the two co-game directors of the episodic adventure game Life is Strange. We had the opportunity in this game to approach several real world issues and difficult subjects.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.