123 min listen
Sean Vanaman & Jesse Stern
FromScript Lock
ratings:
Length:
72 minutes
Released:
Apr 17, 2017
Format:
Podcast episode
Description
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 working on Mickey Epic.
Our Guests on the Internet
Sean's Twitter and Website.
Jesse's Twitter.
Stuff We Talked About
The Grey
The Art of Fiction #6: Greg Kasavin by Sean Vanaman
Zoom
Campo Santo Quarterly
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Sean's Twitter and Website.
Jesse's Twitter.
Stuff We Talked About
The Grey
The Art of Fiction #6: Greg Kasavin by Sean Vanaman
Zoom
Campo Santo Quarterly
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Apr 17, 2017
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