123 min listen
Halley Gross & Graham Reznick
FromScript Lock
ratings:
Length:
85 minutes
Released:
Dec 12, 2017
Format:
Podcast episode
Description
2017's coming to a close and who better to spend it with than Halley (writer, actress, currently co-writing The Last of Us: Part II, and has written on the TV shows Banshee, Westworld, and Emerald City) and Graham (writer, director, sound designer, currently writing and directing Rapid Eye, and has co-written Until Dawn, Until Dawn Rush of Blood, and Hidden Agenda)! They join us to talk moving from TV to games, writing solo vs with a partner, staring at the ceiling being work, pacing for the player's time, garbage passes, Steven Soderbergh’s Mosaic and his thoughts on video games, what makes something a game vs an interactive experience, how everyone is gaming literate now, lining up performances in a modular narrative, writing and recording out of order, trusting your actors and going easy on those parentheticals (unless you’re making a modular narrative), fan expectations, fan fiction, getting the audience to trust you, writing exposition, story burritos, characters saying their feelings, and challenging your audience.
Note:
This episode has spoilers for Inside.
Halley said she played a Game Gear game called Gems, but she wants you to know that she actually meant to say Columns.
Halley was right about Playwright’s Horizons.
Our Guests on the Internet
Halley's Twitter.
Graham's Twitter.
Stuff We Talked About
Mosaic
Steven Soderbergh on Filmmaking, the Weinstein Scandal, and Why You Shouldn’t Call Mosaic a Video Game by Matt Zoller Seitz
The Three Levels of Dialogue
Woodcutters from Fiery Ships
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Note:
This episode has spoilers for Inside.
Halley said she played a Game Gear game called Gems, but she wants you to know that she actually meant to say Columns.
Halley was right about Playwright’s Horizons.
Our Guests on the Internet
Halley's Twitter.
Graham's Twitter.
Stuff We Talked About
Mosaic
Steven Soderbergh on Filmmaking, the Weinstein Scandal, and Why You Shouldn’t Call Mosaic a Video Game by Matt Zoller Seitz
The Three Levels of Dialogue
Woodcutters from Fiery Ships
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Dec 12, 2017
Format:
Podcast episode
Titles in the series (76)
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