123 min listen
Michael Choung & Laura Jacqmin
FromScript Lock
ratings:
Length:
79 minutes
Released:
Oct 31, 2017
Format:
Podcast episode
Description
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 and Website.
Stuff We Talked About
Dental Society Midwinter Meeting by Laura Jacqmin
Video Games Are Destroying the People Who Make Them by Jason Schreier
Tales from the Borderlands: The Oral History by Duncan Fyfe
Thimbleweed Park
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Michael's Twitter.
Laura's Twitter and Website.
Stuff We Talked About
Dental Society Midwinter Meeting by Laura Jacqmin
Video Games Are Destroying the People Who Make Them by Jason Schreier
Tales from the Borderlands: The Oral History by Duncan Fyfe
Thimbleweed Park
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Oct 31, 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