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DANA STEINHOFF

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    Recent Posts

    Designing Spirit Island!

    Designing Spirit Island!

    Creating a Dynamic System for Linear Dialogue - Postmortem (Part 3)

    Creating a Dynamic System for Linear Dialogue - Design (Part 2)

    Creating a Dynamic System for Linear Dialogue - Design (Part 2)

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    Designing Spirit Island!

    Creating a Dynamic System for Linear Dialogue - Postmortem (Part 3)

    Creating a Dynamic System for Linear Dialogue - Design (Part 2)

    Creating a Dynamic System for Linear Dialogue - Inspiration + Research (Part 1)

    Making a Badass Puzzle - Part 3 Postmortem

    Making a badass puzzle! Part 2 - Design

    Making a badass puzzle! Part 1 - Research and Concepting

    Spirit Island Development Blog - Introduction

    The Narrative Systems of BioShock Infinite

    Florence: How touchscreen interactions can add to story

    The Narrative Systems of BioShock Infinite

    The Narrative Systems of BioShock Infinite

    BioShock Infinite (2013) Developer: Irrational Games Producer: 2K Games When the first entry in the BioShock series arrived in the world in 2007, it was heralded as remarkable progress within the medium of video games. Some even said that “it may have been gaming’s first work of art.” ["First?" Wince.] The reason for it’s critical adoration was its attention to detail within immense, wildly imaginative world-building that created a remarkable sense of place for the player. It

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