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

  • 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

  • Marc Laidlaw & Chris Gardiner

    30/07/2018 Duration: 01h20min

    Summer is here and so is a new episode! Today we're talking with Marc (author, game writer, designer, and previously worked at Valve on Half-Life, Half-Life 2, Half-Life 2 Episodes 1 & 2, and Dota) and Chris (narrative director at Failbetter Games, previously a staff writer and head writer, and has written on Fallen London, The Last Court, Sunless Skies, and Sunless Seas) about storytelling transmedia synergy in 1990s Japan, what makes a good narrative director, planning a career as a writer, core skills writers should have, getting into writing with a team too early in your career, keys to good worldbuilding, creating the illusion of depth, the poop caves of Nottingham, having end goals in mind as a team, trusting your teammates, avoiding your first thoughts in writing, how expectations of more dialogue can put the wrong weight on characters, big failures, changes in writing processes, and player literacy. Our Guests on the Internet Marc's Twitter and Website. Chris' Twitter. Stuff We Talked About Which

  • Mitch Dyer & Demian Linn

    25/06/2018 Duration: 01h25min

    Going from game journalism to game writing isn't something you see too often, but today Mitch Dyer (former editor at IGN, freelance writer for Gamespot, ArsTechnica, The Escapist, Gamesrader, and more, and current writer at EA Motive where he recently finished working on Star Wars Battlefront 2) and Demian Linn (former executive producer at Ziff Davis Media, 1UP.com, and GameVideos, co-founder of BitMob Media, and current game writer at Ubisoft San Francisco, where he just finished working on South Park: the Fractured But Whole) join us to talk about their experiences doing just that, as well freelance life, assumptions they had about game writing that ended up being incorrect, aspects of games we all wish fans and/or the media understood better, the biggest storytelling mistakes they've learned from, writing tests, how to stay objective about your writing, the approval process on big IPs, writing processes, toolsets, what takes them out of games, what to do when you're struggling with a writing problem, what

  • Charlene Putney & Jana Sloan van Geest

    14/05/2018 Duration: 57min

    Spring is here, and so are Charlene (writer at Larian Studios on Divinity: Original Sin 1 & 2) and Jana (game writer and narrative designer on Battlestar Galactica: Squadrons, Assassin's Creed Origins, and currently at Guerilla Games where she just finished working on Horizon Zero Dawn: The Frozen Wilds)! They join us to talk about what makes a good bark, writing a good tooltip, finding inspiration in others, doing different types of writing at different times of day, solving a writing problem by articulating it to someone else, working with different team sizes, best practices for breaking through creative ruts, honing your judgment, the need for simplicity and clarity in game writing, the craving for more narration through items, and never retiring a tool in the storytelling toolbox. Our Guests on the Internet Charlene's Twitter. Jana's Twitter. Stuff We Talked About Hag-Seed: A Novel by Margaret Atwood Borne: A Novel by Jeff VanderMeer The Undoing Project: A Friendship That Changed Our Minds by Michael

  • Janina Gavankar & Sarah Elmaleh

    23/04/2018 Duration: 01h25min

    GET IN, LISTENERS! WE'RE GOING TO ACTING CLASS! And joining us on this fantastically illuminating trip are Janina Gavankar (actor, musician, writer, and most recently seen in Star Wars Battlefront II, Far Cry 4, Horizon Zero Dawn, and the forthcoming Afterparty for Night School Studio) and returning guest Sarah Elmaleh (actor and voiceover artist on such projects as Gone Home, Call of Duty: Black Ops 3, Pyre, Read Only Memories, Masquerada, Final Fantasy XV, For Honor, Where the Water Tastes Like Wine, and the BBC Radio drama Game Over)! We chat about letting actors become collaborators (and why it doesn't always happen), rehearsals, falling in love with Don Johnson, the audition process, what makes a good director, the worst piece of direction they've ever gotten, what takes us out of game stories, the kinds of roles and characters they'd like to see more of, the era of the antihero and its end, knowing the medium, not making decisions out of fear, if it's ever possible to know too much about a character you

  • Alex Neonakis & Olly Moss

    18/01/2018 Duration: 01h31min

    A NEW YEAR means NEW GUESTS! Alex (former UI designer and current character concept artist at Naughty Dog, as well as a freelance children’s book author. Her credits include The Last of Us, The Last of Us: Left Behind, Uncharted 4, Uncharted: The Lost Legacy, and NBA Live 09) and Olly (Art Director on Firewatch, and graphic designer best known for his work w/ Mondo, Harry Potter, Star Wars, the Academy Awards, and much more) join us to talk about growing up on message boards, NBA Live 09 and the UI of sports games, whether knowledge limits your creativity, communicating a feeling through art, being critical of your own work, creating Garfields for fun, experimentation, UI in a background role, creating spaces in Firewatch that felt natural and not meticulously designed, how to lead the player without being too obtuse or explicit, creating Drake's Journal in Uncharted 4, misconceptions about work, why Breath of the Wild is great, and Tom Bombadil. Our Guests on the Internet Alex's Twitter and Website. Olly's T

  • Halley Gross & Graham Reznick

    12/12/2017 Duration: 01h24min

    2017's coming to a close and who better to spend it with than Halley (writer, actress, currently co-writing The Last of Us: Part II, and has written on the TV shows Banshee, Westworld, and Emerald City) and Graham (writer, director, sound designer, currently writing and directing Rapid Eye, and has co-written Until Dawn, Until Dawn Rush of Blood, and Hidden Agenda)! They join us to talk moving from TV to games, writing solo vs with a partner, staring at the ceiling being work, pacing for the player's time, garbage passes, Steven Soderbergh’s Mosaic and his thoughts on video games, what makes something a game vs an interactive experience, how everyone is gaming literate now, lining up performances in a modular narrative, writing and recording out of order, trusting your actors and going easy on those parentheticals (unless you’re making a modular narrative), fan expectations, fan fiction, getting the audience to trust you, writing exposition, story burritos, characters saying their feelings, and challenging yo

  • Samantha Wallschlaeger & Brooke Maggs

    20/11/2017 Duration: 01h30min

    Samantha (narrative designer at ArenaNet, and previously a writer and narrative designer on titles such as SumoBoy, Fallout: Lonestar, Star Wars: The Old Republic, and Mass Effect Andromeda) and Brooke (writer and narrative designer on The Gardens Between, Paperback and Florence) call in to talk about breaking into the industry, binging the Mass Effect trilogy, writing processes, why character should be the plot, trying to get a story across without using text or speech, creating well-rounded characters, transitioning from a literary writer to a narrative designer, writing for MMOs and the writing process working on The Old Republic, episodic and 100+ hour narratives, special difficulty modes for people who just want to experience the story in a game, NOT being able to kiss Nick Valentine in Fallout 4, different approaches to storytelling within Bioware, career advice and tips for breaking into the industry, and oh man so much more it's crazy. Our Guests on the Internet Samantha's Twitter. Brooke's Twitter an

  • Michael Choung & Laura Jacqmin

    31/10/2017 Duration: 01h19min

    Michael (writer at Night School Studio, and previously a lead writer at Telltale Games on The Walking Dead - A New Frontier, Batman, Minecraft: Story Mode, and Tales from the Borderlands) and Laura (playwright, TV writer, and game writer, winner of several awards for her plays, including the Wasserstein Prize, writer on Get Shorty, Grace and Frankie, Season 3 of Telltale's The Walking Dead, and Minecraft: Story Mode) join us to talk about moving between theatre, TV, and video games, switching fonts and other strategies when you're narratively stuck, the best times to write, jumping from selling shoes to Telltale, player agency, approaching storytelling differently for different IP, Night School’s storytelling philosophy, story being an endlessly renewable resource, work-life balance, giving the illusion of choice to players, making choices feel big, responding to players while making episodic content, and the need for more character moments in AAA. Our Guests on the Internet Michael's Twitter. Laura's Twitter

  • Ashly Burch & Kate Dollarhyde

    28/08/2017 Duration: 01h22min

    Ashly (actress, writer, and singer, who's acted in such games as Borderlands 2, Mortal Kombat X, Life is Strange, and Horizon Zero Dawn, and has written for Rocket Jump, Adventure Time, and Glitch Techs) and Kate (writer of speculative fiction, with her stories appearing in Beneath Ceaseless Skies, Gamut, and Lamplight, and currently the co-Editor in Chief of the online magazine Strange Horizons as well as a narrative designer at Obsidian Entertainment working on Pillars of Eternity 2: Deadfire) are here to talk fan fiction, writing processes, letting your work breathe vs brute forcing it, whether games need their stories to be great or not, dealing with bad notes, voice acting and having too much or too little info to work with when you go into the booth, staying true to an IPs voice while also bringing your own, writing as a fan, ways to handle the problem of crafting stories when players might not be paying attention to/remembering key information, making players feel helpless, and much more! Our Guests on

  • Kim Belair & Harrison G. Pink

    17/07/2017 Duration: 01h34min

    Kim (scriptwriter at Ubisoft, co-author of the novel "Pure Steele", and co-host of the weekly podcast, "The Sexiest Podcast") and Harrison ( game designer at Telltale on seasons 1 and 2 of The Walking Dead, The Walking Dead: 400 Days, and co-creator of Tales from the Borderlands. Recently a world designer at Hangar 13 on Mafia 3) are here to talk about whether modern games leave enough to the player’s imagination, introducing a New Game Minus feature, if you have a lot of money, you can’t afford faith (from a corporate level), the weirdness of Earthbound, feeling obligated to share lore because you have it instead of holding it back, studios valuing plot logic over emotional logic between characters, open world design problems, giving players more verbs, being able to ask for help more in games, making choices explicit to players, too many twists, and the need for lower stakes. Our Guests on the Internet Kim's Twitter and Podcast. Harrison's Twitter and Podcast. Stuff We Talked About Pure

  • Josh Mosqueira & Darby McDevitt

    26/06/2017 Duration: 01h33min

    Josh (designer on Spider-Man 2: Enter Electro, writer and designer on over a dozen tabletop RPGs for White Wolf, Dream Pod 9, and Steve Jackson games, lead designer on Company of Heroes and Homeworld 2, initial creative director on Far Cry 3, game director on Diablo 3, and current design/game master in residence at Bonfire Studios) and Darby (Writer on several Game Boy Advance and DS games like Lord of the Rings: The Two Towers and The Sims 2, but most recently has been a writer on the Assassin’s Creed series and was the lead writer on Revelations and Black Flag) call in to discuss tabletop gaming, the benefits of an english degree, being a game director at Blizzard, the business realities of game development, the relationship between narrative design and game design, the importance of the player's story, the problem with plot in video games and how to deal with it, the storytelling of PlayerUnknown's Battlegrounds, whether games will ever be remembered for their stories, bad writing, working with established

  • Sean Vanaman & Jesse Stern

    17/04/2017 Duration: 01h12min

    We've got Sean (co-project leader and lead writer on season one of Telltale’s The Walking Dead, and Puzzle Agent 2. Writer on Tales of Monkey Island and a designer on Wallace & Gromit’s Grand Adventures. Co-founder of Campo Santo, and writer on their first game, Firewatch) and Jesse (writer on Call of Duty 4: Modern Warfare, Modern Warfare 2, Battlefield 4, and Titanfall 1 & 2) in to talk about joining the industry with no preconceived notions, the importance of having somebody with strong storytelling sensibilities in a senior leadership role, how building scenes first and then finding a writer NEVER works, generating trust with your team, trusting the process, the skills you improve over making games, staying usefully ignorant of the process, the hardest scene to write in games being two people talking to each other, maintaining a professional curiosity, when is the right time to share ideas with your team, the problem of people mortgaging fun and entertainment for subtlety, and Sean’s experience wo

  • Aleissia Laidacker & Rob Morgan

    27/03/2017 Duration: 01h34min

    Straight outta GDC, Aleissia (gameplay programmer on Lost: Via Domus, Behavior and AI Programmer on Assassin's Creed 2 and Brotherhood, and lead AI and game programmer on Assassin's Creed 3, Unity, and Unnanounced Project at Ubisoft Montreal) and Rob (game writer, narrative designer, voice director, and cofounder and creative director of Playlines. Writer on The Assembly, Imago, Fallen London, and Wonderbook: Book of Spells) join us to discuss augmented and mixed reality experiences, interactive immersive theater, how to get players to not break experiences, whether AI is the future for making games accessible or not, Sleep No More (as always), should players be aware of a narrative changing around them, managing the user experience, having stories where the player isn't the hero, participation through implication as a storytelling conceit, using AI tracking and Machine Learning to help systemic games, attuning players to treat the world around them as if it's not devoid of social consequences, the player's s

  • Émilie Poissenot & Brie Code

    20/02/2017 Duration: 01h16min

    We're starting 2017 off right with our guests Émilie (co-director of Burning Glass Creative, led design team on The Sims FreePlay at EA Melbourne and on Drakensang at Bigpoint Games. Was game design director at Frima Studio and taught storytelling in games at Cégep Limoilou) and Brie (previously lead programmer at Ubisoft Montreal on the Assassin's Creed franchise and Child of Light, and currently the founder of Tru Luv Media). Topics include making games with people who don't like video games, modular narratives, integrating positive psychology into game design, story emerging from systems, the storytelling challenges of being free to play, updating a game every three weeks and the challenges therein, emotional triggers that create engagement, player ownership in games, the importance of giving space to the audience, and games as a personal growth tool. Our Guests on the Internet Emilie's Twitter and Website. Brie's Twitter and Website. Stuff We Talked About Character Development and Storytelling for Games b

  • Emily Grace Buck & Julie Marchiori

    19/12/2016 Duration: 01h15min

    It's our last episode of the year! Emily Grace Buck (narrative designer at Telltale Games where she worked on The Walking Dead: Michonne and Batman - The Telltale Series, and previously designed and wrote educational games at Kognito) and Julie Marchiori (level designer, mission designer, and current Assistant Narrative Director at Ubisoft Montreal, and has worked on such games as the Army of Two franchise, Far Cry 3, Assassin's Creed 3, and Assassin's Creed Unity) drop in to talk about using agency to empower players to build their own stories, gameplay verbs, the narrative potential of systems, environmental storytelling, level design, the research phase, design processes, subtext in games, the importance of downtime with your characters and why it's difficult for studios, minority content, examining the choices of players, and a heck of a lot more! Our Guests on the Internet Emily's Twitter and Tumblr. Julie's Blog about going from gamer geek to gamer geek mom, and her other Blog where she talks about thin

  • Tim Schafer, Jake Elliott, and Cara Ellison

    05/12/2016 Duration: 01h19min

    We are JAM-PACKED with storymakin' knowledge as we talk with Tim (co-founder and creative director of Double Fine Productions, probably wrote/designed/programmed your favorite LucasArts games), Jake (co-founder of Cardboard Computer and writer on Kentucky Route Zero. Maker of artware, music, and games like A (Moth in Relay), We Were You, and The Penguins’ Dilemma), and SURPRISE RETURN GUEST Cara (writer, narrative designer, game critic, and wrote on the recently released Dishonored 2) about using Twine as a design tool, knowing the implementation of your writing, working the fat off your prose style, the hero’s journey being just one bag of tricks that works, the differing emotional states between pitching and working, thinking of structure like Brutalist architecture, the most over utilized/underutilized tools in the storytelling toolbox, the importance of having/not having voice over, fatigue from world-ending stakes, internal writing rules, deciding to use/not use puzzles in adventure games, and whether th

  • Mel MacCoubrey & Ann Lemay

    21/11/2016 Duration: 01h21min

    Mel (writer and Director of Narrative Design at Ubisoft Quebec, and has worked on such games as Far Cry 4, Assassin's Creed Freedom Cry, and Assassin's Creed Syndicate) and Ann (writer and narrative designer on such games as Mass Effect 3, Dragon Age: Inquisition, and Mass Effect: Andromeda, and is a co-writer of the book The Game Narrative Toolbox) are here to talk about whether going to university is necessary for becoming a game writer, being a salesperson to other departments, Ubisoft internships, the length of game stories, being a narrative director, one thing they wish all departments knew about narrative to start with, dealing with players who don't care about story, how narrative is everything, the possibility of AAA studios making smaller open world games, being scientifically accurate in Mass Effect and historically accurate in Assassin's Creed, coming onto a franchise that has already started, fan fiction, how to acknowledge every possible action of the player without diluting the story you want t

  • Thomas Grip & JT Petty

    12/09/2016 Duration: 01h33min

    Thomas Grip (co-founder and Creative Director of Frictional Games, makers of the Penumbra series, the Amnesia series, and SOMA) and JT Petty (writer on such games as the first three Splinter Cell titles, Batman Begins, Outlast 1 & 2, and The Walking Dead: Season 2) join us to discuss the Four Layers of Narrative Design, mistaking plot for story, how controllers affect the narrative, goals of storytelling, VR skepticism, the relation between narrative systems and emotional impact, Silent Hill, what a lack of combat can do for you, the lessons developers can learn from horror, and much more! Our Guests on the Internet Thomas' Twitter. JT's Twitter. Stuff We Talked About Frictional Games' Blog Games Telling Stories? by Jesper Juul The Aesthetic of Play by Brian Upton To the Lighthouse by Virginia Woolf Writings & Lectures on Game Design by Richard Rouse III Men, Women, and Chainsaws: Gender in the Modern Horror Film by Carol J. Clover Why VR Will Not Replace Movies by David Pogue Spec Ops: The Line Our t

  • Josh Scherr & Sarah Elmaleh

    15/08/2016 Duration: 01h52min

    Uncharted 4 spoilers abound as we've got Josh (former Cinematics Animation Lead at Naughty Dog on the Jak and Daxter series as well as Uncharted 1 through 3, followed by co-writer on Uncharted 4) and Sarah (actor and voiceover artist, heard in such games as Gone Home, Codename Cygnus, Skulls of the Shogun, Galak-Z, Call of Duty: Black Ops 3, and Uncharted 4) in to talk performance, can you know too much about a character, the writing process at Naughty Dog, what you accomplish in level dialogue vs cutscene dialogue, why there isn’t an open world Uncharted, was Sam ever Samantha, structure, taking the time to develop characters in-game and spend time with them, where do you start when creating mysteries/puzzles, serious pirate history, making the main character an asshole, ghost pirates, and can you enjoy the games you’ve worked on. Again, SPOILERS FOR UNCHARTED 4 IN THIS EPISODE. Our Guests on the Internet Josh's Twitter. Sarah's Twitter and Website. Stuff We Talked About Babycastles The Uncharted comic serie

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