Script Lock

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Synopsis

Writers Max and Nick Folkman sit down with other writers and developers for an informal discussion about storytelling in video games.

Episodes

  • Alix Wilton Regan & Erin Yvette

    12/05/2020 Duration: 01h20min

    Podcasting safely from home, we're back with Alix (actor in such games as Assasin’s Creed: Origins, Dragon Age Inquisition, Origins, and Awakenings, Mass Effect 3, The Last Story, Deponia I, II, and II) and Erin (actor in games like The Walking Dead, The Wolf Among Us, Tales from the Borderlands, Oxenfree, Firewatch, 2064: Read Only Memories, Afterparty, and the upcoming Wolf Among Us 2) to talk about working during a pandemic, where do they start when creating a character, how to support a fellow actor well, rehearsals, the audition process, receiving direction, what makes a good/bad director, trusting your actors, the best/worst direction they’ve ever gotten, intimacy on the motion capture stage, having more morally gray female characters, whether AAA games should keep learning from Hollywood, and more!Our Guests on the InternetAlix's Twitter and InstagramErin's Twitter and InstagramStuff We Talked AboutTales from the BorderlandsDragon Age: InquisitionVermintideOzarkPortrait of a Lady on FireA Taxi Driver O

  • Jo Berry & Paula Rogers

    20/04/2020 Duration: 51min

    Today we've got Jo (writer of games and short stories, and has written on Star Wars: The Old Republic, Dragon Age: Inquisition, Mass Effect: Andromeda, and is currently at EA working on an unannounced project) and Paula (writing lead and story editor on Neo Cab. She's also adapted Let’s Play from Webtoon into an animated series and has had her fiction and essays featured in outlets like Salon, the Austin Film Festival, and more) talking with us about masters degrees, delivering criticism, the most helpful piece of feedback they've ever received, how they like to collaborate with others, things they've appreciated in games that might go generally unnoticed, keeping track of branching stories and how to maintain consistency and pacing, when to stop writing, parody games, writing tests that best represent their skills, whether games are too focused on learning from Hollywood blockbusters, the last story that surprised them, and more!Our Guests on the InternetJo's TwitterPaula's Twitter and WebsiteStuff We Talked

  • Duncan Fyfe & Jon Ingold

    27/01/2020 Duration: 01h21min

    Happy New Year! This month we've got Duncan (writer on Where the Water Tastes Like Wine, Neo Cab, In the Valley of Gods, and the co-creator and writer of the Something True podcast) and Jon (writer, narrative designer and co-founder of Inkle, and has worked on games including 80 Days, Sorcery!, Heaven’s Vault, and Over the Alps) in to talk about being a writer without a writing degree, blank canvas vs well-defined main characters, research, hot air balloons, Lovecraft forums, when to stop researching, underappreciated game moments, player agency, the sweet spot between satisfying and frustrating, the role of writers in pre-production, and more. Our Guests on the InternetDuncan's Website and Twitter.Jon's Twitter, Inkle's Website and Twitter.Stuff We Talked AboutIdle ThumbsCentralia, PALeliana's Song DLCRameses by Stephen BondSpider and Web by Andrew PlotkinPystOur theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Walt Williams & Mary Kenney

    23/12/2019 Duration: 01h59min

    Happy holidays everyone! To close out the year we've got Walt (writer and creative director at New Game Plus, and has worked on games such as The Darkness, Bioshock 1 and 2, Spec Ops: The Line, and Star Wars Battlefront 2, and he’s also the author of the book Significant Zero: Heroes, Villains, and the Fight for Art & Soul in Games) and Mary (currently writes at Insomniac Games, and has also written for Certain Affinity, Techland on Dying Light 2, and Telltale on the final season of The Walking Dead and Batman: The Enemy Within) joining us to talk Narrative QA, their most important collaborators, narrative band-aid experiences, storytelling that they appreciate in other games that may go unnoticed by players, making "good" and "bad" choices, emotion-oriented goals, violence-based games, not giving your characters more story than they can handle, narrative pet peeves, things they've learned by slipping up, overwriting, digital media shelf life, what game project(s) they wish they'd been a part of, how impo

  • Heli Salomaa & Claire Hummel

    25/11/2019 Duration: 01h07min

    We're back again this month with Heli (theatre and performance costume designer, most recently a costume and character designer for Remedy’s Control and the upcoming Crossfire 2. Also worked on Mirages for Kroma Productions, and EGO CURE for Aalto University)and Claire (currently an art director at Valve, previously an artist and associate production designer for Microsoft Studios on a ton of Kinect games, Fable Legends, Sunset Overdrive, Powerstar Golf, and more. Also the production designer for Westworld VR) to talk about why costume design as a specialized role isn’t more common in games, the narrative features of costume design, differences with fashion design, research, building costumes for worlds less-based in reality, the problem of flowing clothes, working with the non-monetary budgets of video games (memory, processing power, etc), not holding back on your first draft, their most important collaborators, iteration, pitching ideas that may be too “out there,” the hardest costume they’ve designed (tha

  • Nicole Martinez & Megan Starks

    18/11/2019 Duration: 01h19min

    Apologies to all for the slight delay, but the wait has TOTALLY been worth it because today we've got Nicole (Senior Narrative Designer at Crystal Dynamics, and before that a Creative Director on the unreleased The Wolf Among Us: Season 2, and a writer on season 2 of Minecraft: Story Mode, Guardians of the Galaxy, Batman, The Walking Dead: Michonne, Game of Thrones: Season 1, and The Wolf Among Us: Season 1) and Megan (Senior Narrative Designer Team Lead and Senior Writer on the recently-released Outer Worlds by Obsidian Entertainment, and before that she was a Senior Writer on Pillars of Eternity II: Deadfire and Tyranny, and a Senior Game Designer and Content Zone Lead on Wildstar for Carbine Studios) joining us to talk writing/design tests, whether narrative design and game writing should be separate jobs, the hardest things to write and design, writers' rooms, rewriting processes, where they start with constructing branching narratives, what they look for in endings as creators and whether it's different

  • Kelsey Beachum & Olivia Alexander

    27/09/2019 Duration: 01h35min

    We've got Kelsey (game writer and narrative designer on Outer Wilds with Mobius Digital, along with Stormland for Insomniac, and wrote the unreleased Tales from the Minus Lab for USC’s Interactive Media & Games Division) and Olivia (script writer and narrative designer at Ubisoft Montreal on Far Cry 5 and Far Cry: New Dawn, and previously a scriptwriter at Ubisoft Quebec on Assassin’s Creed: Odyssey and its DLC) in this month to talk about the hardest parts of working with nonlinear storytelling, stress, taking feedback, nonlinear murder mysteries, quantifying values that are hard to quantify, assuming that players are smart, tracking all the permutations in branching narratives, player assumptions when it comes to knowledge of the story and vice versa, letting players pull in information instead of pushing it on them, what makes a good opening and ending, DnD, and more.Our Guests on the InternetKelsey's Twitter and Website.Olivia's Twitter.Stuff We Talked AboutOuter WildsTwineGDC 2019: Technical Tools fo

  • Kait Tremblay & Sam Maggs

    29/08/2019 Duration: 01h27min

    Calling in from the far reaches of Los Angeles AND Toronto, Kait (currently the Team Lead Narrative Designer on Watch Dogs: Legion at Ubisoft Toronto, and formerly the Lead Writer on A Mortician’s Tale for Laundry Bear Games. She’s also written the book Ain’t No Place for a Hero: Borderlands, and is the co-director of Dames Making Games) and Sam (currently a Senior Writer at Insomniac Games, where she recently worked on the Turf Wars DLC for Marvel’s Spider-Man, and formerly an Associate Writer at Bioware on Anthem. She’s also an author of books like Girl Squads and Wonder Women, and has written for comics like Captain Marvel, Star Trek, and Jem & the Holograms) join us to talk writing tests, how to give good feedback, important soft skills to have, writing processes and "muses," staying organized, things that tap and sap their creativity, what makes a good video game opening/ending, NPCs, storytelling quagmires, diverse dev teams, whether there's anything in their work that takes forever that p

  • Lola Shiraishi & Scott Strichart

    22/07/2019 Duration: 01h19min

    It's localization month, baby, and we've got Lola (producer at SEGA where she’s worked on Sonic Mania, and Sonic Mania Plus. She’s also a gaming consultant and has previously worked in development support at Kojima Productions LA on Metal Gear Solid V The Phantom Pain, PR at Square Enix on games including Sleeping Dogs, Final Fantasy 13, and Kingdom Hearts, and has also worked in localization and QA at Activision Blizzard) and Scott (Localization Producer at SEGA of America, where he just finished working on Judgement, and before that worked on Yakuza Kiwami 2 and Yakuza 6. Was also an Associate Producer on Yakuza 0, a Senior Copyrighter and Associate Product Manager at Square Enix, a Product Manager at Level 5, and Project Lead and Editor at ATLUS) in to talk about why localization is not another word for translation, balancing standards/concepts that exist in one culture that don’t really exist in the other, mahjong, localizing tropes and archetypes that have no analogue in Western media, tone shifting diff

  • The Big One

    10/06/2019 Duration: 03h55min

    And when Alexander saw the breadth of his domain, he wept for there were no more worlds to conquer. SPIKES FOOTBALL That's right! We made it to FIFTY episodes, and to help celebrate such a monumental achievement in podcasting, we snuck a couple of past guests in through the back door for a victory lap. Which guests, you ask? How about takes a somewhat deep breath, Carrie Patel, Tyler J. Hutchison, Laura Michet, Richard Lemarchand, Sarah Elmaleh, Jon Paquette, Brendon Chung, Cat Manning, Kate Dollarhyde, Eric Stirpe, Janina Gavankar, Ben Esposito, Claire Hummel, Graham Reznick, Ryan Benno, AND Molly Maloney? So what, you say? Well, what if I told you we talked with them about the main things students should know about interactive storytelling, how it's OK to be silly, storytelling confessions, extreme programming, whether game stories can be apolitical, what the differences between a good collaborator and a great one are (and how to work with a bad one), favorite underappreciated bits in games, anything they'

  • Olivia Wood & Jessica Krause

    27/05/2019 Duration: 01h16min

    We're all avoiding our deadlines to bring you this episode with Olivia (writer, narrative designer, and editor and currently works at Failbetter Games where she’s worked on Fallen London, Sunless Sea, Sunless Sea: Zubmariner, and Sunless Skies. She’s also worked on Lethophobia, The Mystery of Kalkomey Isle, Cheaper Than Therapy, and Where the Water Tastes Like Wine) and Jessica (former Lead Writer at Telltale Games where she worked on Batman, The Walking Dead, Guardians of the Galaxy, and The Wolf Among Us: Season 2, and since then has written for WB Games San Francisco, and is currently working with Bad Robot Studios and Google Stadia), who are here to talk about writing meaningful choices, their personal favorite choices in games, what makes a good NPC, what takes you out of a game’s story, storytelling quagmires, getting through rewrite fatigue, when do you know you’re done with a script (apart from deadlines), maintaining a healthy work/life balance, time management, and what’s inspiring them outside of g

  • Rosa Dachtler & Ben Arfmann

    30/04/2019 Duration: 01h29min

    NARRATIVE DESIGN! WHAT IS IT? Today we're super lucky to have Rosa (narrative designer at Criterion Games, previously an audio designer there, and her credits include Battlefield 1, Star Wars Battlefront: Rogue One X-Wing VR Mission, Star Wars Battlefront 2, and Battlefield 5's Firestorm mode) and Ben (writer at Insomniac Games, where he worked on last year's Spider-Man, and he's also a writer and director of film and TV) joining us to answer answer one of the most perplexing questions of our times, plus chat about going from audio to narrative design, building narrative teams, enthusiasm being undervalued, how to sustain yourself through dark periods, how to nail the voices of established characters/IPs, the greatness of Yuri Lowenthal, methods for getting the best possible performances from your actors, whether directing has impacted their storytelling processes, storytelling quagmires they've found themselves in, how do you know when you're done with something (especially when you don't have a deadline), d

  • Kim Allom & Kate Gray

    31/03/2019 Duration: 01h43min

    This episode is NSFW as we've got Kim (studio manager at Defiant Development, where she’s worked on Hand of Fate, Hand of Fate 2, and Ski Safari: Adventure time. Also the co-founder of Blushbox Collective, a group of game developers exploring and promoting love and sexuality in video games, and the Heartbeat conference and game jam) and Kate (currently the narrative director at KO_OP and writer of the sex games column for Kotaku, previously a games journalist, video producer, on-camera host, scriptwriter, streamer, and community manager at companies ranging from Gamespot to Xbox) in to talk about sex, intimacy, and how they're used in game stories. Other topics include why it’s important to talk about sex now, becoming a stronger communicator, sexual values being good life values, exploring taboo subjects in games, how sex is portrayed in indie games vs big budget games, wanting better consensual content, the lack of funding for intimate interactive experiences, whether there are any aspects of relationships

  • Jon Paquette & Mel MacCoubrey

    18/02/2019 Duration: 01h27min

    Awards season has ARRIVED, and to mark the occasion we've invited two writers representing two of the games nominated by the WGA this year for Best Game Writing : Jon Paquette (Lead Writer on Marvel’s Spider-Man, Sunset Overdrive, and Resistance 3, and formerly a Creative Director at EA, writer on Medal of Honor, and Medal of Honor: Airborne, and QA Lead on Jurassic Park: Trespasser) and returning guest Mel MacCoubrey (Narrative Director on Assassin's Creed: Odyssey, and formerly the Assistant Director of Narrative Design on Assassin's Creed Syndicate, scriptwriter on Assassin's Creed: Freedom Cry, and scriptwriting intern on Far Cry 4)! Incredible topics discussed include Jurassic Park Trespasser, writing internships at Ubisoft and Insomniac, whether the core pillars of Assassin's Creed: Odyssey and Spider-Man stayed consistent throughout development, scoping challenges, game length, making big changes to the story once you have a playable build, preventing problems before they happen, always putting your be

  • Molly Maloney & Eric Stirpe

    01/02/2019 Duration: 01h26min

    It's 2019 and we've got Molly (Lead Narrative Designer at Bad Robot Games, and previously Lead Gameplay Designer at Telltale on Guardians fo the Galaxy, Minecraft: Story Mode, Walking Dead: Season 3, Tales from the Borderlands) and Eric (Writer on Fortnite, interactive consultant for Eko, and previously a staff writer for Netflix's Trash Truck, and a writer at Telltale on Walking Dead: Season 2, Tales from the Borderlands, Minecraft: Story Mode seasons 1 & 2, and Batman: The Telltale Series) here to talk about how choose your own adventure is the dominant influence on interactive narrative at the moment, choice timers, the marriage of writing and narrative design, working relationships, players forgiving bad writing more than bad narrative design, what made Telltale work, finishing a project and feeling like you just spent a lot of time making an asset for somebody else, Bandersnatch (SPOILERS), the problem of having “good” and “bad” endings in branching narratives, fail states, making people feel like t

  • Rhianna Pratchett, Jill Murray, and Cara Ellison

    24/12/2018 Duration: 01h27min

    Happy holidays! We're sneaking in right before Christmas to give all of you the very special gift of Rhianna Pratchett (game writer, narrative designer, comic book writer, and former journalist. She's written on such titles as Heavenly Sword, the Overlord series, Mirror's Edge, the Mirror’s Edge comic series, the 2013 Tomb Raider reboot, the sequel Rise of the Tomb Raider, and the Tomb Raider: The Beginning comic series) AND Jill Murray (Lead Writer and Narrative Designer for AAA games like Shadow of the Tomb Raider, Assassin's Creed Liberation, and AC Freedom Cry, winner of the WGA award for game writing in 2013, and previously published two YA novels with Random House of Canada. She is currently the Narrative Director for an unannounced indie project, as well as working on Boyfriend Dungeon with Kitfox Games, and writing an episode of Later Daters for Bloom Digital) AND Cara Ellison (former games journalist and current game writer, narrative designer, and screenwriter. She served as a narrative consultant o

  • Ryan Benno & Ellen Shelley

    26/11/2018 Duration: 01h19min

    We've got another art-focused episode for you this month as we're joined by Ryan (environment artist on Hunted: The Demon's Forge, The Wolf Among Us, The Walking Dead, Sunset Overdrive, Ratchet and Clank, and the senior environment artist on Marvel's Spider-Man. He's also one of the hosts of the Environment Art Podcast) and Ellen (currently a lighting artist at Supermassive Games, previously a 3D artist at Sony’s London Studio, a 3D Environment Artist at Little Wolf Studio Ltd, and a VR developer at Yelo Architects) to talk about whether degrees are necessary anymore to find work, where do you start when making an environment, style guides, navigating creative disagreements, environmental storytelling, the overabundance of sci-fi hallways, narrative/visual techniques that games still haven’t tried much, soft cardboard boxes, starting with the blank page, the difference between making a twentysomething-year-old’s apartment vs Peter Parker’s apartment, what can’t you tweak when you’re building an environment th

  • Ashley Swidowski & Claire Hummel

    13/11/2018 Duration: 01h40min

    We're taking a big ol' swan dive into character design and concept art on this week's episode, and so we're SUPER lucky to have Ashley (formerly a Concept Artist on The Last of Us: Left Behind, and since then she's worked on Uncharted 4: A Thief's End as Lead Character Concept Artist, as well as the upcoming The Last of Us Part II) and Claire (formerly an Artist and Associate Production Designer for Microsoft Studios, where she worked on a bunch of Kinect games, Fable Legends, Sunset Overdrive, Powerstar Golf, and more. She also was the Production Designer for Westworld VR, and currently works as the Art Director on In the Valley of Gods for Campo Santo/Valve) joining us to talk about the misconceptions around what a concept artist does, how they each approach character design, what they want from the writers/creative director when they're starting out with designing one, working for the project instead of yourself, how they know when they're done, the importance of taking breaks and having personal projects,

  • Ben Esposito & Andrew Shouldice

    29/09/2018 Duration: 01h24min

    Puns are OUTLAWED on this episode as we talk with Ben (Creator of Donut County, and also a game designer, level designer, sound designer, artist, programmer, writer, and more, with credits on Brooklyn Trash King, Bubsy3d: Bubsy Visits the James Turrell Retrospective, The Unfinished Swan, What Remains of Edith Finch, and Tattletail. Also a co-founder of Glitch City LA and Arcane Kids) and Andrew (pretty much the one-man developer behind Tunic, which he’s been working on full time since leaving Silverback Games in 2015) about skulls near toilets and environmental storytelling, designing a story where the player doesn't fully understand what's happening in the world, when to start thinking about theme, garbage chic, coming up with a game to match a specific feeling, freedom being a terrible thing for an artist, the emotional expense of investing yourself in someone else's project, the danger of snacks and working from home, when you know you’re done with something, games dictating their length, naming your game

  • Laura Michet & Cat Manning

    23/09/2018 Duration: 01h17min

    Freelancing! Blessing or curse? Today Laura (writer and editor of such games as Where the Water Tastes Like Wine, Frog Fractions 2, Swan Hill, You Got This, Brutadon!, The Brigand’s Story, and more, and is currently an editor at Riot Games.) and Cat (writer and narrative designer of video games and narrative fiction, who's worked on titles such as Invasion, Pathologic 2, What Isn't Saved (Will Be Lost), Where the Water Tastes Like Wine, and the forthcoming Leader of the Pack) join us to talk about that independent life with topics like how to find work, what to look for in contracts, rates, renegotiating, the importance of maintaining a social media presence, whether you should go to festivals, why you maybe shouldn't go to the Write Zone at GDC, and non-freelancer stuff like how to match another writer's voice, reflective choices and how to make strong ones, how to give a player the feeling that their decisions have an impact on a story (especially when the story isn't actually changing at all), writing mist

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