97 min listen
Laura E. Hall & Ian Thomas
FromScript Lock
ratings:
Length:
90 minutes
Released:
Aug 1, 2016
Format:
Podcast episode
Description
The wait is over! Laura (writer and game designer on such projects as the escape room Spark of Resistance, Dysforgiveness, and Cuppa Quest) and Ian (writer, narrative designer, and programmer, and has worked on Soma, the Lego games, and the Little Big Planet series) join us this week to talk about moment-driven story design, designing escape rooms and narrative live action experiences, relying on people's subconscious' to do the heavy lifting, Punchdrunk's immersive theatre, environmental storytelling, breaking games, how to write for experiences where you can't control what the player will do, puzzle design, VR shorthands, and much more!
Our Guests on the Internet
Laura's Twitter, Website, and Escape Room.
Ian's Twitter, Talespinners' Website, and Frictional Games' Website.
Stuff We Talked About
Puzzled Pint
Echo Bazaar Narrative Structures, Part Three by Alexis Kennedy
Punchdrunk
The Room by Fireproof Games
Bossfight Books' Spleunky by Derek Yu
Sisters by Otherworld
Budget Cuts by Neat Corporation
The Foo Show featuring Will Smith
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Laura's Twitter, Website, and Escape Room.
Ian's Twitter, Talespinners' Website, and Frictional Games' Website.
Stuff We Talked About
Puzzled Pint
Echo Bazaar Narrative Structures, Part Three by Alexis Kennedy
Punchdrunk
The Room by Fireproof Games
Bossfight Books' Spleunky by Derek Yu
Sisters by Otherworld
Budget Cuts by Neat Corporation
The Foo Show featuring Will Smith
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Aug 1, 2016
Format:
Podcast episode
Titles in the series (76)
Brendon Chung & Brie Code: Brendon and Brie join us on our very first episode to discuss narrative systems, whether or not cutscenes are evil, the systemic possibilities of a game based on The Good Wife, procedurally generated stories and level design, what an open world game without a main quest would be like, silent protagonists, if narrative is a game mechanic, and much more! by Script Lock