94 min listen
Charlene Putney & Jana Sloan van Geest
FromScript Lock
ratings:
Length:
58 minutes
Released:
May 14, 2018
Format:
Podcast episode
Description
Spring is here, and so are Charlene (writer at Larian Studios on Divinity: Original Sin 1 & 2) and Jana (game writer and narrative designer on Battlestar Galactica: Squadrons, Assassin's Creed Origins, and currently at Guerilla Games where she just finished working on Horizon Zero Dawn: The Frozen Wilds)! They join us to talk about what makes a good bark, writing a good tooltip, finding inspiration in others, doing different types of writing at different times of day, solving a writing problem by articulating it to someone else, working with different team sizes, best practices for breaking through creative ruts, honing your judgment, the need for simplicity and clarity in game writing, the craving for more narration through items, and never retiring a tool in the storytelling toolbox.
Our Guests on the Internet
Charlene's Twitter.
Jana's Twitter.
Stuff We Talked About
Hag-Seed: A Novel by Margaret Atwood
Borne: A Novel by Jeff VanderMeer
The Undoing Project: A Friendship That Changed Our Minds by Michael Lewis
The Artist's Way by Julia Cameron
Caves of Qud
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Charlene's Twitter.
Jana's Twitter.
Stuff We Talked About
Hag-Seed: A Novel by Margaret Atwood
Borne: A Novel by Jeff VanderMeer
The Undoing Project: A Friendship That Changed Our Minds by Michael Lewis
The Artist's Way by Julia Cameron
Caves of Qud
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
May 14, 2018
Format:
Podcast episode
Titles in the series (76)
Tanya X. Short & Rob Auten: We're all about ARGs and procedural generation on this week's discussion with Tanya and Rob. Our sprawling conversation includes chatbots, transmedia narratives, creating mythologies, binary morality systems, pacing in a procedurally generated game, why haven't we moved past cutscenes in games, how procedural and systemic gameplay affects development and writing, and games based on information retrieval. by Script Lock