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  • First ep of 2024! We've got Stephen (scriptwriter and narrative designer, currently Narrative Director on Motive's untitled Iron Man project in collaboration with Marvel Games. Previously a Senior Writer on Vampyr and Greedfall, Associate Narrative Director/Lead Narrative Designer on Call of Duty Modern Warfare 3, Lead Narrative Designer/Senior Story Designer on Call of Duty: Vanguard, Lead Scriptwriter on Immortals Fenyx Rising, Senior Scriptwriter on Assassin’s Creed Odyssey, and more) and Danny (lead writer at Respawn Entertainment where he’s worked on Star Wars: Jedi Survivor. Previously a lead writer on Borderlands 3, its dlc, and Borderlands 2, as well as Battleborn and one of its story operation DLCs. He was also a narrative design consultant for Eko, a story consultant for Unbound Creations, lead writer for Ansimuz Games’ Elliot Quest, and writer for My Evil Twin Gaming Corp, Trendy Entertainment, and TRU Darknet) in to talk about the UT Denius-Sams Gaming Academy, accountability in writing, having the spine of the story figured out in pre-production, communicating changes that affect other departments, being custodians of story, soft skills, unlearning bad habits, getting better at pitching, building teams, their most used words, staying open to new ideas without losing sight of the vision, taking and prioritizing feedback, and letting go of your projects after they’re released.

    Our Guests on the Internet

    Stephen's Twitter.

    Danny's Website and Substack.

    Our theme music was done by Isabella Ness, and our logo was created by Lily Nishita.

    This episode was brought to you by Backlight Gem. If you're a narrative designer or writer in the world of video games, Gem is a powerful tool that empowers you to bring your stories to life by streamlining the narrative design process from ideation to release. Learn more at https://bit.ly/Gem-Script-Lock

  • Happy Holidays! We're closing out this year with the absolutely amazing Alexa Ray Corriea (Writer and narrative designer currently working on Black Panther in partnership with Marvel Games and EA, serving as both a writer and systems designer. Previously she worked on Aztech: Forgotten Cods, Call of Duty: Vanguard and the Call of Duty: Warzone Pafcific live service game, Bugsnax, and Middle-Earth: Shadow of War. She’s also currently writing a book about the Kingdom Hearts series under Limited Run Games’ Press Run publishing division) and Ben Starr (Actor who has appeared in such games as Final Fantasy XVI as Clive Rosfield, Arknights as Sharp, Warframe: 1999 as Arthur, and has acted in shows like You, Trying, Jamestown, Dickensian and more), and they join us to discuss their favorite game performances growing up, working in games being like the wild west, being kind in this industry, looking at the jobs you don’t get/obstacles you face in another light, skills that are unique to games, banned words in scripts, being given the opportunity to add your ingredients to projects, the themes and kinds of stories that Alexa keeps returning to in her writing, the way games portray intimacy, IP white whales, stuff they do for their storytelling to help develop it, how they stay open-minded to unexpected ideas without losing shape of their visions, and a tonnnnnnnnnn more!

    Our Guests on the Internet

    Alexa's Twitter, and check out Black Panther

    Ben's Twitter, and check out Warframe: 1999

    Stuff We Talked About

    Final Fantasy XVI

    Die-Hardman's Confession from Death Stranding

    Ben's official audition to play Mario

    A Thorough Look at Mass Effect by Noah Caldwell-Gervais

    Chained Echoes

    Kingdom Hearts

    The Worst Person in the World

    Mass Effect 2

    Legacy of Kain

    The Legend of Zelda: Tears of the Kingdom

    People, Places and Things

    Luthen Rael's Monologue from Andor

    Severance

    Our theme music was done by Isabella Ness, and our logo was created by Lily Nishita.

    This episode was brought to you by Backlight Gem. If you're a narrative designer or writer in the world of video games, Gem is a powerful tool that empowers you to bring your stories to life by streamlining the narrative design process from ideation to release. Learn more at https://bit.ly/Gem-Script-Lock

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  • We've got Ally (producer at The Voxel Agents, game director at Lemonade Games on Mystiques, Production Director at League of Geeks on Solium Infernum and the recent Jumplight Odyssey. Previously was a senior producer and development manager at Mighty Kingdom, expert product manager at Wargaming, and gamerunner on Rumu at Robot House) and Natalie (producer at Half Mermaid, most recently on Immortality. Previously a producer, host, and writer at Vice's Waypoint, a Content and Experience Manager at Play By We, and currently can be heard on the Star Wars podcast "A More Civilized Age") in to talk all things PRODUCTION, including how the definition of a producer is different at every studio, the Triple Diamond technique, transcendental meditation, productivity software, best practices for outlining/facilitating interactive narratives, producing Immortality, the organizing monster, documentation and getting people to read it, the most useful soft skills, setting expectations with teams on a producer’s role, what they would tell their starting-out-self based on what they know now, how much of what they produce includes a part of themselves, and skittles.

    Our Guests on the Internet

    For Ally: Mystiques, and Solium Infernum

    For Natalie: Her Twitter, and A More Civilized Age's Patreon

    Stuff We Talked About

    The Triple Diamond technique

    Transcendental Meditation

    GanttPRO

    Notion

    Immortality

    Solium Infernum

    One of Ally's surveys for setting expectations on how a producer can help their team

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

    This episode was brought to you by Backlight Gem. If you're a narrative designer or writer in the world of video games, Gem is a powerful tool that empowers you to bring your stories to life by streamlining the narrative design process from ideation to release. Learn more here.

  • Everyone said it’d be impossible, but we managed to find another pair of twins to come onto this podcast. That’s right. The incredible Jennifer Hale (Has acted in the original Mass Effect trilogy, the Metal Gear Solid series, Overwatch, Star Wars: The Knights of the Old Republic, Bioshock Infinite, Ratchet and Clank: Rift Apart, and many many many more) and Debra Wilson (Acted in the Wolfenstein series, The Outer Worlds, Star Wars Jedi Fallen Order and its sequel Jedi Survivor, Destiny 2, God of War: Ragnarok, Ratchet and Clank: Rift Apart, and many many many more) have joined us to talk about improv, how they manage to stay positive and not become cynical in this industry, the kinds of direction they enjoy most, favorite/least favorite piece of direction they’ve ever gotten, what acting jobs they learned the most from, are there any roles they’ve never done or want to do more of, and oh man you should just listen to this.

    Our Guests on the Internet

    For Jennifer: Acting.skillshub.life

    For Debra: Her Cameo (If you just wanna talk with her, you don’t have to buy a cameo. Just send her a message!)

    Stuff We Talked About

    The Apollo Comedy Hour

    The Game

    Kris Zimmerman-Salter

    Captains of Consciousness: Advertising and the Social Roots of the Consumer Culture by Stuart Ewen

    My Stroke of Insight - Jill Bolte Taylor TED Talk

    Mickey Mouse Funhouse

    Baby Shark's Big Show!

    Zodiac Waze

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

    This episode was brought to you by Backlight Gem. If you're a narrative designer or writer in the world of video games, Gem is a powerful tool that empowers you to bring your stories to life by streamlining the narrative design process from ideation to release. Learn more at https://bit.ly/Gem-Script-Lock

  • Apologies for the wait, but we're back! We don't often do episodes focused around one specific thing, but we're making an exception to talk about Netflix's newest interactive special: We Lost Our Human, and we're joined by its two co-creators, Chris and Rikke! (They also co-created the Nickelodeon series Pinky Malinky, and both have worked on many, many other animated projects, with Chris working as showrunner, producer, writer, art director, storyboarder, character designer and more. As for Rikke, she’s also been a showrunner, producer, voice director, animator, animation director, storyboard artist, and more.)

    Together they talk about how they broke into animation and got into interactive narrative, what they thought the hardest part of making We Lost Our Human would be, getting advice from the Bandersnatch folks, making media for kids vs adults, whether it was difficult for the actors to keep the branching story in their heads, unexpected learnings, the new production pipeline they had to build, Netflix’s branch manager tool, James Baxter, whether they had to adjust WLOH based on Netflix data, and what advice they’d give to someone making an interactive special now.

    Our Guests on the Internet

    Chris' Instagram, and Twitter.

    Rikke's Instagram.

    Stuff We Talked About

    We Lost Our Human

    Pinky Malinky

    Bandersnatch

    Heroes of Might and Magic

    THE NEWZEALAND STORY

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

  • It's the end of the year, which means it's time for us to put out a new episode and feel guilty for not releasing more this year! (We were busy, but we got lots more planned for next year!) Our guests this month are George Lockett (Senior Writer at Failbetter Games and a Narrative Consultant, Writer, and Designer at Bear Wolf Narrative. Previously the Narrative Lead on The Last Clockwinder, the Scriptwriter and Interactive Designer for BBC Earth - Micro Kingdoms: Senses, and a Contributing Writer to Where the Water Tastes Like Wine) and Mary Goodden (Senior Narrative Designer at Maze Theory currently working on Peaky Blinders: The King’s Ransom. Previously a Writer and Editor on Zombies, Run!, a Writer and Narrative Designer at Failbetter Games on Sunless Skies and Fallen London, a Writer on Inkle’s Pendragon, and co-created Funicular Simulator 2021), and they join us to discuss how their marketing backgrounds have helped with their writing, how to make a writer’s room work, advice for thinking in terms of design, what's helped maintain their writing output, what they’ve learned from the other writers they’ve worked with, giving feedback, tips for writing themselves out of problems, the best ways we can diversify the voices in the industry, how they approach working with other departments to get their needs taken care of, what their favorite narrative tools are, favorite thesauruses, what their ghosts are, and more, more, MORE!

    Our Guests on the Internet

    George's Twitter, Website, and you should wishlist/check out Mask of the Rose when it comes out next year

    Mary's Twitter, Website, and you should wishlist/check out Peaky Blinders: The King's Ransom when it comes out next year

    Stuff We Talked About

    Zombies, Run!

    Twine

    Inkjam

    Writing for Games by Hannah Nicklin

    The “Reverse of the Spielberg Gaze”: Jordan Peele, Rian Johnson, Tony Kushner and More Talk Shop on THR’s Writers Roundtable

    Miro

    Micorosft OneNote

    Obsidian (the notes app)

    Webster's 1913

    Power Thesaurus

    WordHippo

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

  • We've got a unionization-heavy episode for y'all as we've got Rob (additional writer on Indivisible for Lab Zero Games, writer on Spider-Man 2 for Insomniac Games, and current co-chair of the WGAW's LGBTQ+ Writers Committee) and Andrew (writer, narrative designer, narrative director, story consultant, and more on games like Horizon Forbidden West, Horizon Call of the Mountain, Watch Dogs Legion, The Division, Prince of Persia, Fable Legends, and more) in to talk about fate meeting preparation with getting that first job, finding your voice as a writer, changing your voice for the market and work-for-hire, living in fear of “no notes,” likable characters, taking notes, the Writer’s Guild (of America & Great Britain), the differences between the two with representing game writing, the similarities to the struggles of the Animation Guild writers, the growing appetite for unions in the west, why unions are necessary, favorite side characters, and creative authenticity.

    Our Guests on the Internet

    Rob's Twitter and Instagram.

    Andrew's Twitter and website.

    Stuff We Talked About

    The Writer's Guild of Great Britain Videogame Guidelines

    The Writers by Miranda Banks

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

  • Somehow we're over halfway through the year, but this podcast is still going! Our guests this month are Sarah Baylus (Principal Writer at Larian Studios where she’s currently working on Baldur’s Gate III, and previously she wrote on Divinity: Original Sin, and its sequel Divinity: Original Sin II) and Mike Laidlaw (Chief Creative Officer at Yellow Brick Games working on an unannounced title, and previously was a creative director at Ubisoft, a Senior Creative Director on the Dragon Age franchise as well as a Lead Designer, and was the Lead Writer on Jade Empire), and they join us to discuss why Dragon Age’s storytelling has struck such a chord with people (especially in game development), what they look for in a creative director, what makes a good game writer, the best ways to keep teams updated on a game’s ever-evolving story, favorite software for collaboration, what’s one thing they wished games delved into more often, whether their definitions of good writing and narrative design have changed over time, common mistakes they see writers making these days, favorite game writing/design experiences they’ve had, writing/directing nightmares, localization notes, resources they go back to a lot, things they would've changed to their favorite game narratives, the most effective narrative-based techniques they like to see being used in games to immerse the audience, and more more MORE!

    Our Guests on the Internet

    Sarah has an Inactive Twitter, but Larian Studios has Baldurs Gate 3 on Early Access right now, and Larian's hiring!

    Mike's Twitter, and Yellow Brick Games is hiring!

    Stuff We Talked About

    The Dragon Age franchise

    Google Docs

    Miro

    Jam Board

    Citizen Sleeper

    The Stillness of the Wind

    An Essay on Criticism by Alexander Pope

    Jade Empire

    Divinity: Original Sin 2

    Understanding Show, Don’t Tell: And Really Getting It by Janice Hardy

    The ending of Transistor

    The last hour of Finaly Fantasy XIV: Shadowbringers

    Star Control II

    Moon Hunters

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

  • Back in the throes of summer, we've got Corey (lead narrative designer at Silver Rain Games, writer and narrative designer on WindRush Tales, editor and social media manager of Butterfly Books, and a journalist, critic and content producer for companies such as PlayStation, Yahoo! and the Eurogamer Network) and Kelsie (narrative designer at Obsidian Entertainment on Outer Worlds 2, narrative lead for Dangers in the Motor Vortex, lead writer for Death Carnival, creator of It Girl, and was also a content designer at Jam City and a writer at Pixelberry Studios) here to talk about writing tests, barriers, common motifs & themes in their writing, games they wish they wrote, unexpected pieces of media that inspired them, games where they felt the most invested in the player characters, silent protagonists, things they wished game narratives delved into more often, character tropes, building characters from scratch, and more!

    *The views and opinions expressed by Corey do not necessarily reflect the views or positions of Silver Rain Games*

    Our Guests on the Internet

    Corey's Twitter and Website.

    Kelsie's Twitter and Linkedin.

    Stuff We Talked About

    Jax & Daxter series

    Hades

    90 Day Fiance

    Sandman by Neil Gaiman

    Return of the Obra Dinn

    What Remains of Edith Finch

    Dragon Age: Origins

    The Activision Blizzard Diversity Space Tool

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

  • It’s time to get MEDIEVAL with our guests Zoe (currently an Associate Narrative Designer at Obsidian Games working on unannounced projects, and she is also the cohost of the Maniculum Podcast) and Franciska (currently the Narrative Lead on Around for Primal Game Studios, and also the Senior Narrative Designer on Ayna: Shattered Truth for Designmatic. And previously she was a Game Writer on Ori and the Will of the Wisps for Moon Studios, as well as a Narrative Designer on their unannounced ARPG)! They join us to talk about ousting J.R.R. Tolkien as the top fantasy writer of all time, untapped medieval stories that people in games should be thinking about, parallels between medievalism and game design, manuscript culture, how you balance between explaining things for players and letting them fill in the blanks themselves, would they rather tell stories with dialogue or without, are there any books or talks or resources they go back to a lot when working on a game, how to give good criticism and best piece of feedback they’ve gotten, how they think of the player’s active role in the story when they’re writing, what sort of imagery do they find most evocative in horror and medieval literature, and MORE! MUCH MORE!

    Our Guests on the Internet

    Zoe has no twitter, but check out The Maniculum Podcast!

    Franciska's Twitch, Twitter, and check out Around!

    Stuff We Talked About

    The Maniculum Podcast

    The Witcher 3

    Franciska's Undergrad and Postgrad Theses

    Táin Bó Cúailnge

    The Metrical Charms

    The Last of Us Part II

    Outer Wilds

    Return of the Obra Dinn

    Horizon: Zero Dawn

    Horizon: Forbidden West

    Hades

    GOBELINS Youtube Channel

    Like Stories of Old Youtube Channel

    How to be a Great DM Youtube Channel

    Game Maker’s Toolkit Youtube Channel

    Middle English Compendium

    The Highly Selective Thesaurus for the Extraordinary Literate by Eugene Ehrlich

    Master Lists - The Maniculum Podcast

    Our theme music was done by Isabella Ness, and our logo was done by Lily Nishita.

  • 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 Internet

    Ashley's Twitter (but don't follow her) and Instagram

    Graham's Twitter, Instagram, and check out his sound design work in the upcoming X!

    Stuff We Talked About

    The Crypt Keeper

    The Prince of Darkness

    Resident Evil franchise

    Silent Hill franchise

    Until Dawn

    Blair Witch by Bloober Team

    P.T.

    Soma

    Ashley’s Silent Hill Mondo covers

    Masuhiro Ito

    Our theme music was done by Isabella Ness, and our logo was created by Lily Nishita.

  • We’re BACK! AGAIN! And we swear we’re gonna post more episodes this year than we did last year! Alyssa (writer of fiction, comics, and games. Winner of the Nebula Award, the World Fantasy Award, and the Locus Award, finalist for the John W. Campbell Award for Best New Writer, and her fiction has been shortlisted for the Hugo, Bram Stoker, and Shirley Jackson Awards. Comics credits include Marvel, DC, Star Wars, and Adventure Time, and she’s also written for Overwatch, and Story and Franchise Development at Blizzard Entertainment) and Lauren (Senior Writer at Insomniac Games where she is currently working on Spider-Man 2, and was previously Lead Writer on Ratchet and Clank: Rift Apart. Before Insomniac she was a writer at Telltale Game where she worked on The Walking Dead: The Final Season and Batman The Enemy Within) joined us to talk about how a theater studies degree is useful in games, shipping characters, writing hours, how hot Emperor Nefarious is, interacting with actors, writing characters and situations you hate, what draws them to horror storytelling, sexy monsters, what they need to nail down first in a story, what makes a good villain, worldbuilding, types of stories they don’t often see in games that they’d love to write, and a whole lot more!

    Our Guests on the Internet

    Alyssa's Twitter, and you should check out Doctor Aphra and Iron Fist!

    Lauren's Twitter, and you should check out Spider-Man 2 when it comes out!

    Stuff We Talked About

    John Carpenter liked Ratchet & Clank: Rift Apart

    Paragon

    Alyssa’s first tweet about Emperor Nefarious

    Unpacking

    Fears to Fathom

    Devotion

    The Walking Dead: The Final Season

    The Boys

    Starbound

    Dishonored: Death of the Outsider

    Disco Elysium

    Dragon Age: Inquisition

    What You Left Behind by Alyssa Wong (the Overwatch short story about Baptiste)

    Our theme music was done by Isabella Ness, and our logo was created by Lily Nishita.

  • We're back with a new, Returnal-focused episode! Joining us are Gregory (Narrative & Cinematic Director at Housemarque on Returnal. Also the co-founder, CEO, and Director of Convict Games, where he's made Stone and the upcoming Burn. Previously was a Senior Narrative Designer at Remedy Entertainment on Control and a narrative designer on Quantum Break) and Eevi (Senior Narrative Designer at Housemarque on Returnal, and was previously a narrative designer on Control, Quantum Break, and CrossfireX at Remedy Entertainment, and a Product Manager on Kingsbridge at Wooga) to talk about the differences in how narrative design is defined at Remedy vs Housemarque, growing pains at Housemarque with making a story-driven game like Returnal, navigating the line between challenging players too much vs not enough, telling ambiguous stories, haunting players, the relationship between narrative and sound, negotiating how much to tell players about the story, how to not re-traumatize yourself when writing something painful, and how can you make main characters as likable as your side characters.

    Our Guests on the Internet

    Gregory’s Twitter and Website for Convict Games

    Eevi's Twitter

    Stuff We Talked About

    Returnal

    Stone

    Burn

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • 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 Internet

    Bahiyya’s Twitter and Itch.io page

    Son 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 Shore

    Stuff We Talked About

    Rain White Noise Generator

    Daria

    Butterfly Soup

    Possessor

    Bloodborne

    Limbo

    Fran Bow

    Dishonored

    Guy Ritchie

    Cain by José Saramango

    The Catcher in the Rye by J. D. Salinger

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Spring is here and so are Leslee (Design Producer on Marvel Strike Force at Scopely, previously a writer and development manager at Riot, and held a variety of narrative design and production roles at 2K and Dorian) and Cassandra (award-winning game & fiction writer who’s worked on such games as Sunless Skies, Wasteland 3, and Falcon Age)! They join us to talk about being stubborn, knowing when to stop pushing for something, writing barks, overlapping dialogue, where they start when creating characters, whether they’re plotters or pantsers, what their writing habits are, how to force yourself to start writing, how COVID has changed their habits, navigating bureaucracy, knowing when to leave your environment for a better one, dealing with people overstepping their boundaries, and more!

    Our Guests on the Internet

    Leslee's Twitter and Tiktok

    Cassandra's Twitter and her three upcoming books are Walk Among Us, The All-Consuming World, and Nothing But Blackened Teeth

    Stuff We Talked About

    Final Fantasy VII Remake

    Life is Strange 2

    The Least of My Scars by Stephen Graham Jones

    Station Eleven by Emily St. John Mandel

    Sharp Objects by Gillian Flynn

    Sandman Slim series by Richard Kadrey

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Happy New Year one and all! To celebrate yet another new beginning, we've brought back old guests Greg (Creative Director of Supergiant Games, and writer of Bastion, Transistor, Pyre, and Hades) and Kate (Narrative designer on Pillars of Eternity 2: Deadfire, all of its DLC, the Outer Worlds, and was a narrative co-lead on The Outer Worlds: Peril on Gorgon) to chat with us about working from home during COVID, work/life balance, Early Access, the keys to writing memorable shopkeepers, the beauty of em dashes, themes that they gravitate towards, working with ensemble casts, what kept them up at night the most on the last game they worked on, murder hobos, games being adapted into film/TV, collaborating with other disciplines more closely, and more, more, more!

    Our Guests on the Internet

    Greg's Twitter

    Kate's Twitter and Instagram

    Stuff We Talked About

    Hades

    The Outer Worlds (and its DLC: Peril on Gorgon)

    Pyre

    Transistor

    Bastion

    Resident Evil 4 (specifically this guy)

    Ultima

    Netflix's Castlevania show

    Annihilation (book and movie)

    Inside

    House of Leaves by Mark Z. Danielewski

    Elric of Melnibone

    Big Dead Place by Nicholas Johnson

    Stories of Your Life and Others by Ted Chiang (specifically the story: The Tower of Babylon)

    Exhalation: Stories by Ted Chiang (specifically the story: The Merchant and the Alchemist's Gate)

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Are those sleigh bells in the air? NO, IT'S A NEW EPISODE OF SCRIPT LOCK! After trudging through the hellacious year that was 2020, we're back with Cissy (actress whose voice you may have heard in such games as The Walking Dead, Life is Strange, Firewatch - for which she won a BAFTA - Horizon: Zero Dawn, and most recently Half-Life: Alyx and Call of the Sea) and Erika (actress, host, and producer whom you may have heard in such games as Dream Daddy, Destiny, 2, Fallout 76, Fortnite, Marvel's Avengers, and Cyberpunk 2077) to talk whether you need to live in Hollywood to be a VO actor, being recast, voice matching, auditions, secrecy around characters you’re auditioning for, the luxury of getting scripts before a session, how they like to receive direction, best and worst pieces of direction, vocal health and more!

    Our Guests on the Internet

    Cissy Twitter and Instagram

    Erika Twitter and Instagram

    Stuff We Talked About

    Final Fantasy 7 Remake's Voice Cast Got Their Scripts As They Were Recording

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Hope you're all staying safe out there! This month's fantastic episode has Rex (co-founder and creative director of Foam Sword Ltd, which recently released its first game Knights and Bikes. He was also the creative lead of Tearaway, a production designer on LittleBigPlanet 1 and 2, and the senior graphic designer on The Movies) and Daniel (composer of such games as The Movies, LittleBigPlanet 1 & 2, Knights and Bikes, and has also composed for film & TV on titles including The Man from U.N.C.L.E., Steve Jobs, The Dark Crystal: Age of Resistance, Spider-Man: Into the Spider-Verse and more) joining us to talk about running into Peter Molyneux in the toilet at a conference in Spain, Guildford being the Hollywood of the games industry, whether their collaborative process has changed over the years, how early they started working together on Knights and Bikes, what they wanted to accomplish with the music, throwing stuff away, if people undervalue the storytelling potential of music in games, memorable pieces of nonverbal storytelling, the best and worst they've ever been treated on a job, not knowing what you're doing, and a whole lot more!

    Our Guests on the Internet

    Rex's Twitter, and here's the official site for Knights and Bikes

    Daniel's Twitter

    Stuff We Talked About

    Populous II: Trials of the Olympian Gods

    I Wanna Ride My Bike (From the Videogame 'Knights And Bikes') by the Daniel Pemberton TV Orchestra

    We Are the Best!

    Daniel Pemberton Interview

    Control

    Once Upon a Time in the West

    Spider-Man: Into the Spider-Verse

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Podcasting safely from home, we're back with Alix (actor in such games as Assasin’s Creed: Origins, Dragon Age Inquisition, Origins, and Awakenings, Mass Effect 3, The Last Story, Deponia I, II, and II) and Erin (actor in games like The Walking Dead, The Wolf Among Us, Tales from the Borderlands, Oxenfree, Firewatch, 2064: Read Only Memories, Afterparty, and the upcoming Wolf Among Us 2) to talk about working during a pandemic, where do they start when creating a character, how to support a fellow actor well, rehearsals, the audition process, receiving direction, what makes a good/bad director, trusting your actors, the best/worst direction they’ve ever gotten, intimacy on the motion capture stage, having more morally gray female characters, whether AAA games should keep learning from Hollywood, and more!

    Our Guests on the Internet

    Alix's Twitter and Instagram

    Erin's Twitter and Instagram

    Stuff We Talked About

    Tales from the Borderlands

    Dragon Age: Inquisition

    Vermintide

    Ozark

    Portrait of a Lady on Fire

    A Taxi Driver

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

  • Today we've got Jo (writer of games and short stories, and has written on Star Wars: The Old Republic, Dragon Age: Inquisition, Mass Effect: Andromeda, and is currently at EA working on an unannounced project) and Paula (writing lead and story editor on Neo Cab. She's also adapted Let’s Play from Webtoon into an animated series and has had her fiction and essays featured in outlets like Salon, the Austin Film Festival, and more) talking with us about masters degrees, delivering criticism, the most helpful piece of feedback they've ever received, how they like to collaborate with others, things they've appreciated in games that might go generally unnoticed, keeping track of branching stories and how to maintain consistency and pacing, when to stop writing, parody games, writing tests that best represent their skills, whether games are too focused on learning from Hollywood blockbusters, the last story that surprised them, and more!

    Our Guests on the Internet

    Jo's Twitter

    Paula's Twitter and Website

    Stuff We Talked About

    Star Wars: The Old Republic

    Neo Cab

    Doom (2016)

    Portal 2

    Tacoma

    The Pomodoro Technique

    Star Wars Jedi: Fallen Order

    Dance Dance Revolution

    Portrait of a Lady on Fire

    The Dark Crystal: Age of Resistance

    Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.