Script Lock

Max Folkman, Nick Folkman

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

  1. JUL 21

    Karrie Shao & Ros Dachtler

    We're over halfway through 2025 and we've got Karrie (Lead Writer and Lead Narrative Designer of Pacific Drive, previously wrote and designed on League of Legends for Riot Games, Totemic for Collage Games, and Not Tonight 2 for Panic Barn. Also worked as a Director of Marketing at Strangely Compelling Multimedia, a Producer at tinyBuild Games, a Lead Narrative Designer at The Exit Game, and was a BAFTA Breakthrough talent for 2024) and Ros (Senior Mission Designer on the upcoming game Last Sentinel, previously Senior Narrative Designer on Clockwork Revolution, Narrative Designer on Deathloop, Narrative Designer and Audio Lead on Battlefield V, and an audio designer on Star Wars Battlefront X-Wing VR, Star Wars Battlefront 2, and Battlefield One) in to talk about breaking into games via Craigslist, what Ros has been up to since working on Battlefield 1, who/what taught them the most about storytelling, changing a game in response to fans, how Karrie’s experience making escape rooms and working in marketing influenced her narrative work, handholding players too much, rules they adhere to for getting exposition across successfully to players, how to make a good opening, how they feel about games that get “good” after a certain amount of time, favorite openings, favorite and least favorite tools for storytelling, strategies for breaking through creative blocks, things they’ve had to unlearn in their work, the rule of cool, how do you tell when something is funny enough, and how open you should be with artistic intent after releasing something. Our Guests Karrie's Website and Bluesky Ros' Website Stuff We Talked About Craigslist Pacific Drive LOST Bioshock’s Opening Final Fantasy X-2’s Opening Inscryption Skin Deep Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita

    1h 32m
  2. MAY 27

    Brendon Chung & Laura Michet

    Hello hello! We're back with returning guests Brendon Chung (founder of Blendo Games and creator of such games as Gravity Bone, Flotilla, Atom Zombie Smasher, Thirty Flights of Loving, Quadrilateral Cowboy, and the recently released Skin Deep) and Laura Michet (writer and editor who's worked on such games as Where the Water Tastes Like Wine, Frog Fractions 2, Swan Hill, You Got This, Brutadon!, The Brigand’s Story, and more. She was a Principal Writer and Editor at Riot Games, was the Narrative Director on Skin Deep, and is currently a Narrative Director at Heart Machine) to talk about the recently-released Skin Deep as well as Brendon working with VO for the first time, the goals that came out of deciding Skin Deep would be a comedy game, earnestness in storytelling, making a comedy game with multiple writers, documentation, their process working together as a married couple, the narrative challenges of working on a sim game, what they think makes a good game opening, advice for people wanting to get better at writing dialogue, their processes for writing down ideas, how they power through blocks, what they’re playing and watching these days that gets them excited, how they toe the line between creative expression and making a living, explaining and over-explaining things, how do they not overwrite outlines while providing openings for design, deranged subreddits, and a whole lot more! Our Guests Brendon Chung and Laura Michet would love it if you played Skin Deep and left a review on Steam! Stuff We Talked About Skin Deep Thief Deus Ex System Shock The Substance Dredd Splinter Cell: Conviction Hitman Wheel World Prey (and Mooncrash) Another World Mercenaries Workflowy The Devil’s Plan Physical: 100 Culinary Class Wars Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita

    1h 18m
  3. APR 7

    The GDC 2025 Grab Bag Episode

    We return with another grab bag episode for GDC 2025! Like last year, we brought a bunch of simple questions to ask folks, and in these three groups you get to hear how their answers differed. In our first group we had Chase Dodge (NYU student), Ruari Root (NYU student), Calliope Ryder (prev Lead Producer on Tales of the Shire at Weta Workshop), Chandana Ekanayake (Co-Founder and Creative Director of Outerloop Games), Hudson Janow (NYU student, Gay Gaming Professionals scholar), Apollo Umbra (Northwestern student, Gay Gaming Professionals scholar). Our second group had Lis Moberly (Lead Game Designer at Walt Disney Company, 20th Century Games), Vincent Perea (Senior Art Director at Disney Experiences), Lola Shiraishi (Co-Founder of Stellium Studios), and Meghan Thornton (Story Manger at Insomniac Games). And our last group had Emma Kidwell (Writer at Firaxis Games), Natalie Checo (PR Consultant at Future Friends Games, Journalist, and Game Writer/Editor), Sam Low (Global Communications Exec at Neon Noroshi, and SEA Brand Development Manager for Critical Reflex), Nessa Cannon (Game Writer and Narrative Designer), and Bria Davis (Community Director at Young Horses) Topics included: favorite people they’ve worked with, hobbies that have paid off the most in their work, underrated game faves, ideas and mechanics that they are keen to put in their next games, what to do when you’re feeling drained and in need of inspiration, most recent games they’ve been playing, someone in the industry who did something nice for them, games they keep returning to, if they could force developers to do one thing what would it be, times they’ve messed up and what they learned from it, game character crushes, something they do as their process that saves time, what they would have on their ideal writing/narrative design test, how they creatively rejuvenate themselves, and more! Our Guests Group 1: Chase Dodge, Ruari Root, Calliope Ryder, Chandana Ekanayake, Hudson Janow, Apollo Umbra Group 2: Lis Moberly, Vincent Perea, Lola Shiraishi, Meghan Thornton Group 3: Emma Kidwell, Nessa Cannon, Natalie Checo, Sam Low, Bria Davis Stuff We Talked About Fear the Spotlight Tangle Tower Chants of Senaar 30 Flights of Loving Spiritfarer MÖRK BORG Hues and Cues Life is Strange Papers, Please Urban Shadows Arctic Eggs Citizen Sleeper Metaphor Refantazio Rimworld Frostpunk 2 Monster Hunter Wilds Hades 2 Return of the Obra Dinn Dragon Quest V Subnautica The Artist’s Way Final Fantasy VII Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

    1h 9m
  4. FEB 3

    Adam Dolin & Jolie Menzel

    It’s been an embarrassingly long time but we are BACK! Again!!! And this time we’ve brought returning guests Adam Dolin and Jolie Menzel to discuss breaking in, how they define narrative design, the differences between creative directors who come from narrative versus other displiclines, the three c’s, can game writers exist without knowing narrative design, favorite narrative tools, what makes a good opening to a game, tutorials, letting players have choices where the results lead to them missing lots of content, bad habits they’ve noticed in younger writers/narrative designers, the future of the industry, pieces of media they go back to get reinvigorate/inspired, the themes they’re always writing into their stories, stuff they’re always editing out of their writing, how to write good dialogue, and maybe one or two other things. It’s great! Our Guests on the Internet Jolie's Linkedin. Adam's Linkedin and BlueSky, and his ELVTR class starts in April! Stuff We Discussed Larian Cinematics: A Top-Down Look at Our Bottom-Up Approach in 'Baldur's Gate 3' Jolie's 3C's of Game Design Presentation Twine Visual Studio Code Highland 2 (FYI looks like a Highland 3 launch is imminent) Ink YarnSpinner Castlevania: Symphony of the Night Pentiment Against the Storm UFO 50 Balatro Magic: The Gathering Drive to Work Podcast  The Callisto Protocol God of War (2018) Detroit: Become Human The Darkness 2 Another Crab’s Treasure The Videogame Industry Does Not Exist by Brandon Keogh Sonic Adventure 2 Hank confronts Walter in Breaking Bad Barry The Adventures of Brisco County, Jr Burn Notice Clerks Dogma Nick's Dialogue Playlist Game Narrative Summit: Building Rome in a Day: A Sociological Storytelling Primer Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin Futurama Commentaries  Tetris Forever Listen To a Movie Script Lock BlueSky Our Theme Music was composed by Isabella Ness, and our logo was created by Lily Nishita. The vampire sucking noise was created by Robinhood76.

    1h 35m
  5. 05/06/2024

    The GDC 2024 Grab Bag Episode

    Hey hey! We're back with our second episode that we recorded at this year's GDC, and it's a doozy! In a switch from how we normally do things, we brought a grab bag of simple questions to the conference and hit up people who were free, and so y'all get to see how everyone's answers differed. In our first group, we had Ben Starr (actor, Final Fantasy XVI), Alexa Ray Corriea (senior writer at Cliffhanger Games on Black Panther), Kait Tremblay (narrative director at Soft Rains), and Kelsey Beachum (writer / narrative designer). In our second group (starting at 35:21) we had Adam Dolin (writer), Kate Dollarhyde (senior narrative designer at Obsidian Entertainment), and Kelsie Mhoon (senior narrative designer at Obsidian Entertainment on The Outer Worlds 2). Our third group (starting at 1:19:39) had Emma Kidwell (writer at Firaxis), Nessa Cannon (game writer), and Calliope Ryder (lead producer Weta Workshop on Tales of the Shire). And we closed things out (at 1:47:33) with Chandana Ekanayake (co-founder / creative director of Outerloop Games, and director of Thirsty Suitors). Topics include: hobbies that aren't related to game development, current game of the year, favorite villains / antagonists, a time you messed up and what you learned from it, how you stay positive, games you keep returning to, favorite choice you've ever made in a game, people in this industry who did something nice for you, favorite NPCs, games you're always referencing that nobody else has ever heard of, games that made you think differently about something, first game you played where the story really affected you, what you'd force devs to change during production, games you wish you'd gotten to work on, how to get team members to read documentation, something in your process that saves a ton of time, advice for people wanting to get into game narrative,  and so SO much more it's kinda insane!!! Our Guests on the Internet Group 1: Ben Starr, Alexa Ray Corriea, Kait Tremblay, Kelsey Beachum Group 2: Adam Dolin, Kate Dollarhyde (wants you to play Pillars of Eternity II: Deadfire), Kelsie Mhoon (wants you to play Jak 2) Group 3: Emma Kidwell (wants you to play Hindsight and Midnight Suns), Nessa Cannon (wants you to wishlist Star Trucker), Calliope Ryder (wants you to wishlist Tales of the Shire) Group 4: Chandana Ekanayake (wants you to play Thirsty Suitors) Stuff We Talked About Prince of Persia: The Lost Crown Final Fantasy VII Rebirth Dave the Diver Chants of Senaar Garden Galaxy Advent Rising Prey - Mooncrash Pyre Original Soundtrack Lonely Rolling Star - Katamari Damacy Aquatic Ambiance - Donkey Kong Country Liberi Fatali - Final Fantasy VIII Tony Hawk's Pro Skater 3 credits Anna Megill's Game Writing Guides Adam's LLVTR game writing class is no longer being offered otherwise we'd link it :'[ Packing Up the Rest of Your Stuff on the Last Day at Your Old Apartment Dredge Growth Nina Freeman's Games Full Throttle Bellatro A Short Hike Long Live the Queen Game Dev Story Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

    2h 2m
  6. 02/21/2024

    Stephen Rhodes & Danny Homan

    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

    1h 14m
4.9
out of 5
36 Ratings

About

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

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