113 min listen
Jill Murray & Corey May
FromScript Lock
ratings:
Length:
96 minutes
Released:
Jan 18, 2016
Format:
Podcast episode
Description
2016 has been put on notice by our guests Jill (writer on Your Shape: Fitness Evolved and the Assassin’s Creed series, including Liberation, Black Flag, and Freedom Cry) and Corey (writer on Prince of Persia: Warrior Within, The Two Thrones, Batman: Arkham Origins, and lead writer on Assassin's Creed 1, 2, and 3), who are here to talk about how everything is writing even if nobody will believe you, staying creatively refreshed, the brain’s thirst for motor activities during procrastination, how one is never done writing a game even after shipping, the insularity of the games industry vs other mediums, the treatment of making games as software instead of entertainment, why it's so hard to get rid of the cutscene/gameplay/cutscene structure, how games have a lot to learn about nonverbal storytelling from dance, the need to embrace failure, how pressure does NOT make diamonds in game development, working with a nonexistent creative vision, being forced to make decisions and live with them as early as possible, not holding out for a better idea, and more things The Good Wife can teach us about narrative design.
Our Guests on the Internet
Jill's Twitter, Website, Discoglobe Interactive Inc., and Moon Hunters.
Corey's Twitter.
Stuff We Talked About
The Other Side of Paradise: A Memoir by Staceyann Chin
Time Machine VR
The Good Wife
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Jill's Twitter, Website, Discoglobe Interactive Inc., and Moon Hunters.
Corey's Twitter.
Stuff We Talked About
The Other Side of Paradise: A Memoir by Staceyann Chin
Time Machine VR
The Good Wife
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Jan 18, 2016
Format:
Podcast episode
Titles in the series (76)
Josh Scherr & Sarah Elmaleh: Uncharted 4 spoilers abound as we've got Josh and Sarah 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. by Script Lock