User Group
summary
Argues that Fortnite treats the island as the narrative anchor rather than characters and refuses to break player sovereignty, calling that design island-as-character; names three design pillars—agency, campfire theory, and live tent-pole events—and cites real results: 250 million players and live spectacles like a thousand-foot robot clash and a Marshmello concert that run in real-time with live mocap and hit tens of millions of simultaneous viewers, demonstrating the approach scales and actually works.
AI-written summary · about
chapters (33)
- 0:00Start
- 3:54Blender Foundation
- 5:38Donald Mercer
- 7:18Real-Time Revolution
- 9:10Campfire Theory
- 14:27One Time Only Live Event Based Tentpole Story Moments
- 16:44Kim Library
- 19:16Virtual Production
- 19:57Multi User Features
- 21:36Features
- 24:34Matt Workman
- 27:14Real Time Ray Tracing
- 33:41Deformation System
- 39:31Sam Nicole Sony
- 42:32Lighting
- 46:38Why a Conversation about Innovation in Storytelling Matters
- 49:34Invader Immortal
- 50:30Connected Stories
- 50:42Vader Immortal
- 53:14Bae Yang of Walt Disney
- 53:40Walt Disney Imagineering
- 55:05Field-of-View Resolution Rendering Fidelity
- 55:33Resolution
- 56:47Multiple Gpus
- 57:46Benchmarking Chart
- 1:01:28Kaya Jabbar
- 1:02:13Interactivity
- 1:02:46Visualize Drama
- 1:04:51Create Custom Load Outs
- 1:08:05Miles Perkins
- 1:22:16Instant Feedback
- 1:30:29Future of Filmmaking with the Technology
- 1:32:58Thank You
related talks
38mBuilding Worlds in ‘Fortnite’ With Unreal Engine
26mGame ON - Artists and Video Games
28mNarrative Design for XR
47mLet's Play! Introduction to gaming marketing
19mVideo Games - The Future is User-Generated.
43mAmanda Nicole Curtis | Compass UX Session 2025
38mHow XR Storytelling will Collide with Other Emergent Tech
51mBuilding Enduring Franchises: Turning Games into Global IPs
