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Writers Max and Nick Folkman sit down with other writers and developers to discuss storytelling in video games.

Script Lock Max Folkman, Nick Folkman

    • Vrije tijd

Writers Max and Nick Folkman sit down with other writers and developers to discuss storytelling in video games.

    George Lockett & Mary Goodden

    George Lockett & Mary Goodden

    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 and Mary Goodden, 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!

    • 1 u. 28 min.
    Rob Forman & Andrew Walsh

    Rob Forman & Andrew Walsh

    We've got a unionization-heavy episode for y'all as we've got Rob and Andrew 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.

    • 1 u. 35 min.
    Sarah Baylus & Mike Laidlaw

    Sarah Baylus & Mike Laidlaw

    Somehow we're over halfway through the year, but this podcast is still going! Our guests this month are Sarah Baylus and Mike Laidlaw, 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!

    • 1 u. 26 min.
    Corey Brotherson & Kelsie Mhoon

    Corey Brotherson & Kelsie Mhoon

    Back in the throes of summer, we've got Corey and Kelsie 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*

    • 59 min.
    Zoe Franznick & Franciska Csongrady

    Zoe Franznick & Franciska Csongrady

    It’s time to get MEDIEVAL with our guests Zoe and Franciska! 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!

    • 1 u. 31 min.
    Ashley Swidowski & Graham Reznick

    Ashley Swidowski & Graham Reznick

    We celebrate spooky season all year round here, which is why we've brought back Ashley and Graham 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.

    • 1 u. 39 min.

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