123 min listen
Drew McGee & Greg Kasavin
FromScript Lock
ratings:
Length:
107 minutes
Released:
May 2, 2016
Format:
Podcast episode
Description
Drew (Design Analyst on Star Wars: The Old Republic, Writer and Designer on The Banner Saga, and Lead Writer on The Banner Saga 2) and Greg (Creative Director of Supergiant Games and Writer of Bastion, Transistor, and Pyre) call in to talk with us about the importance of being involved with the development process when you're a writer, worldbuilding, the writing process on Banner Saga 1 & 2, subtlety in games, how Supergiant decides on which game they're gonna make, writing as the most disposable of the creative disciplines, the divide between thinking something is good and what ends up shipping, storytelling structures, revising and never being comfortable in knowing how close you are from the finish line, the phrase 'We made the game we wanna play,' dealing with branching narratives, and the storytelling potential in fighting games.
Our Guests on the Internet
Drew's Twitter and Stoic's Twitter.
Greg's Twitter and Supergiant's Twitter.
Stuff We Talked About
Brandon Sanderson
The Banner Saga
Puzzle Quest
Raid on Rise: Narrative Creation on 'Rise of The Tomb Raider'
Pyre
Bastion
Greg Kasavin Reads the Introduction of Samurai Showdown 2
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Drew's Twitter and Stoic's Twitter.
Greg's Twitter and Supergiant's Twitter.
Stuff We Talked About
Brandon Sanderson
The Banner Saga
Puzzle Quest
Raid on Rise: Narrative Creation on 'Rise of The Tomb Raider'
Pyre
Bastion
Greg Kasavin Reads the Introduction of Samurai Showdown 2
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
May 2, 2016
Format:
Podcast episode
Titles in the series (77)
Cara Ellison & Jack de Quidt: Our last episode of the year is here and it's super writing-focused! Cara and Jack join us to talk about their writing processes, working on a narrative when it's fractured across an entire team, why fetch quests occur even though everyone HATES them, the narrative design in The Witcher and Kentucky Route Zero, why a lot of studios are afraid of trusting the player, narrative problem-solving, the verbs that happen in games, navigating breaking the fourth wall, the portrayal of relationships in games, the importance of humor, how to handle pacing, required reading for people working in the industry that *isn't* about making games, and much, much more. by Script Lock