123 min listen
Ashley Swidowski & Graham Reznick
FromScript Lock
ratings:
Length:
100 minutes
Released:
Mar 11, 2022
Format:
Podcast episode
Description
We celebrate spooky season all year round here, which is why we've brought back Ashley (Character Art Director at Bad Robot Games, previously Character Art Director at Naughty Dog, Lead Character Concept Artist on The Last of Us Part II, Uncharted 4: A Thief's End, Uncharted: The Lost Legacy, and a concept artist on The Last of Us: Left Behind) and Graham (Writer, Director, and Sound Designer. Writer on Supermassive Games' Until Dawn, Until Dawn: Rush of Blood, Hidden Agenda, The Inpatient, and The Dark Pictures: Man of Medan) to talk all things horror! Together they chat with us about what attracts them to horror, whether horror is a genre or a tool, the sublime of horror, the power of Silent Hill and Resident Evil, cross-pollination between film and TV, video game adaptations, how to pace horror games when players control the pacing, horror games following different rules from other horror media, first-person horror, how horror changes the art-making process, what non-horror games could take from horror games, the calcification of genres, horror games showing too much, dream crews, guilty pleasures, and Pyramid Head. Our Guests on the InternetAshley's Twitter (but don't follow her) and InstagramGraham's Twitter, Instagram, and check out his sound design work in the upcoming X!Stuff We Talked AboutThe Crypt KeeperThe Prince of DarknessResident Evil franchiseSilent Hill franchiseUntil DawnBlair Witch by Bloober TeamP.T.SomaAshley’s Silent Hill Mondo coversMasuhiro ItoOur theme music was done by Isabella Ness, and our logo was created by Lily Nishita.
Released:
Mar 11, 2022
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