111 min listen
Bahiyya Khan & Son M.
FromScript Lock
ratings:
Length:
80 minutes
Released:
May 24, 2021
Format:
Podcast episode
Description
How are we almost done with May already?! It's bananas, and you know what else is bananas? Our guests for today's episode! Bahiyya (game designer, writer, and filmmaker who’s currently doing her masters in film, and is most well-known for her IGF award-winning game After Hours that will be released soon) and Son (writer who's currently the studio director and co-founder of Perfect Garbage, and director and co-founder of Chimeric Animation. They’re also a narrative designer at Silver Rain Games, and will be publishing their debut graphic novel soon, Thief of the Heights) join us to talk about writing processes, where they start when they’re creating a character, how often their stories change from what they originally planned, story structure, their greatest tools for storytelling, how they figure out their beginnings, when do they let other people see their work, whether they’re ever dissuaded by feedback, storytelling moments in games that they thought were special, silent protagonists, storytelling advice, major influences, what they’re reading/watching these days that isn’t video games, and way way more!Our Guests on the InternetBahiyya’s Twitter and Itch.io pageSon Twitter and Website, and you should check out the short film Death’s Diner, Thief of the Heights (when it's published by Harper Collins in 2022), and Love ShoreStuff We Talked AboutRain White Noise GeneratorDariaButterfly Soup PossessorBloodborneLimboFran BowDishonoredGuy RitchieCain by José SaramangoThe Catcher in the Rye by J. D. SalingerOur theme music was created by Isabella Ness, and our logo was created by Lily Nishita.
Released:
May 24, 2021
Format:
Podcast episode
Titles in the series (77)
Meg Jayanth & Richard Lemarchand: We're captivated by our guests this week, as Meg and Richard talk about the cultural influences of tabletop, LARPing and interactive theatre on games, the woes of being a freelance writer, finding work-life balance, the importance and need for editors, the propensity for systemic thinking, unfairness in games, following the rules of fiction vs the rules of games, systemizing choice, the structure of 80 Days, research giving safety to the player, whether genres are useful, the generic influences of The Velvet Underground and The Doors, games confident enough to not explode all over your face when you start them up, and taking responsibility for the stories and games we put out into the world. by Script Lock