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Lisa Brunette writes books and games. All three books in her bestselling Dreamslippers Series have won indieBRAG medallions, and the second book was also named a finalist for the Nancy Pearl Book Award and nominated for a RONE Award. Brunette’s game-writing credits include hundreds of titles, played by worldwide audiences in the millions, for Big Fish and other publishers. New games Sender Unknown: The Woods and Matchington Mansion both release in 2017. She also has a long list of bylines as a journalist, short-story writer, and poet. Her work has appeared in the Seattle Post-Intelligencer, Seattle Woman, Poets & Writers, and elsewhere.

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A Love Story in 27 Characters or Less

 

My latest game project was more like writing poetry than anything else. GSN Games asked me to create a love story for their popular game series, Bingo Bash. Here's the catch: The entire story had to fit into the tiny space inside a bingo room, and that meant each line had to be only 27 characters or less.

The room is called "Dear Diary," and it tracks the ups and downs of Linda, a floral shop owner. She's the type of woman who vows to do something nice for someone else every day... like paying for a stranger's Chinese takeout. Linda doesn't expect anything in return and leaves the scene before the recipient of her gift realizes it. But fate puts them at the same bingo night soon after... will romance bloom? Or will Linda's on-again, off-again boyfriend get in the way? Find out by unlocking the room and reading Linda's diary each time you level up!

It was a challenge to write a micro-plot, especially since I had to work with pre-existing art assets, and timing only allowed for small tweaks. I handled it by asking the awesome GSN team to add conflict elements to the diary images, which to me is the core of any story. I also sketched out the story beats first and then wrote Linda's diary entries from that, cutting back on some details to fit the smaller space.

I've written within a set character count many times in my decade in the game industry, but this was the tiniest. Composing within a strict limitation like that teaches you to, as the venerable writer's guide Strunk & White proclaims, "omit needless words." It's a great exercise in economy.

Which is why I chose to start my first-ever "Narrative Design and Game Writing" course this semester by asking my students to do the same. I made it a bit easier by leaving the theme and accompanying artwork open-ended. I couldn't share any of the details of my GSN Games project with them anyway, so I simply asked them to write a love story within the same space restrictions. They embraced the project and delivered on a wide range of stories, from two involving rocks (!) to a play on the idea of lovebirds to more serious fare, such as domestic abuse. Many described the project as presenting an opportunity for great creativity within the limitation. Some said it took them into more poetic language and compared it to haiku.

"Dear Diary" is available as part of the Bingo Bash app for iOS and Android and is free to play, with in-app purchasing. I'd love to hear what you think of the story; please comment below.

Dear Diary

 

 


The End of the Dream(slippers): Year in Review

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Image courtesy of Pixabay.

When I set out to write the Dreamslippers series back in 2012, the self-publishing business was still bright, shiny, and promising.

Still, I wasn't sure if I'd go that route. I had to be convinced, and I was, in the end--by research that showed you had a better chance of making a living as a fiction writer if you went indie. Around a very demanding day job, it took me two years to write the first book. During that time, I shopped it around to agents and editors in traditional publishing, and I had an incredible amount of interest--just no follow-through. I worked on the book, getting a ton of feedback from alpha and beta readers--as well as some of those agents--and revising over and over. It wasn't my first book; I'd had an agent back in 2005 who shopped a short-story collection around. I'd honed my skill since then and felt confident about the manuscript. I talked to a lot of people, authors and agents and marketers and others. It seemed to make the most sense to take a leap into self-publishing.

Cat in the Flock performed well, enough to warrant further attention. A celebrity Hollywood director reached out to me about rights, I was interviewed by the Seattle Weekly, and I won my first indieBRAG medallion. This despite a homemade book cover and struggles with Amazon's category algorithms, which plunked the book in "pet noir" because of the title. 'Cat' referred to the protagonist's nickname, a shortening of her full name, Cathedral. There are no felines in the book.

FINAL COVER ART CATINTHEFLOCK

The original cover for Cat in the Flock.

Perhaps most important to me, the book was reviewed well by people whose opinions I trusted. The writers Jon Talton, Mary Daheim, and Corrina Wycoff all contributed praiseful blurbs. None other than the venerable Kirkus Reviews called it "a mystery with an unusual twist and quirky settings; an enjoyable surprise for fans of the genre."

According to some successful indie authors I've talked to, what I should have done right then was release two more books that year and keep going as fast as I could.

But I didn't. Writing and releasing Cat around the day job (and my own wedding, by the way) had been exhausting. So instead, I took a poetry manuscript out of a drawer and published that, too. Half the poems in Broom of Anger had already appeared in literary journals, and for some of them, I'd won awards. I was curious to see how it would do.

Broom of anger

It probably won't surprise you to learn that sales were pretty much non-existent. Poetry is a tough enough sell for traditionals, and self-published poetry, no matter the quality of the work nor the stature of the authors contributing blurbs, is a non-starter.

But I persevered. My husband and I had a change in our living situation when he was offered an opportunity to steer a grant at a small college in a small town... And the semi-rural life held appeal for us both. I stepped down from my management position at the day job and dropped to four days per week, which I would work remotely, from the small town. I hoped this would provide more time for the novel series.

I'd published Cat in late July of 2014 and followed it with Framed and Burning in the fall of 2015. From first draft to release, it took me nine months.

There's a lot that goes into self-publishing that takes up time. You could think of an iceberg, how you see only 1/3rd of it, the part above the water. The other 2/3rds of being an indie is everything ranging from reviewing voice actor demos for your audiobook to formatting the actual manuscript to writing a marketing plan. Most of it has nothing to do with the actual writing.

Framed and Burning garnered a good deal of critical success, most notably as a finalist for the Nancy Pearl Book Award. A huge fan of the celebrity librarian, I was awash with honor over that nomination. But the top prize went to a traditional author who already had a long list of such awards. I won a second indieBRAG and was nominated for a RONE Award, but sales were just okay.

FRAMED AND BURNING IndieBRAG 2

I'd worked diligently to professionalize my novel-writing business, forming an LLC and hiring professional editors, a book cover artist, marketing consultants, and so on. I researched social media, tried to get good at it, and bootstrapped as much as I could, making lovely connections in my small town, where people still treat writers as if we're at least minor celebrities.

Meanwhile, I'd made the decision to exit from the day job. It had been a heady, exhilarating, and at times, challenging, five years. I'd created a narrative design team, basically a group of game storytelling experts, and together we raised the bar on storytelling in the company's collector's edition games. Passionate about game storytelling, I wanted to continue to write and design games, but a no-compete clause in my contract kept me from any work that could be construed as "materially similar" for a blackout period of one year. So I tried my hand at some new genres, such as Smash Squad for WG Cells, and I wrote about games for several publications and my own blog.

And I continued to write novels. I released the third book in the series the week of the presidential election in 2016. 

The country was in upheaval with Trump's victory, and no one paid any attention to Bound to the Truth. I won a third indieBRAG for it, though. The medallion represents the top 10 percent in independent publishing, so it's a strong achievement, especially considering the volume of self-published works. I still think it's the best book in the series, but it launched to dismal sales and never recovered.

Brokenhearted, I had long conversations with two successful authors--one indie and the other a hybrid of traditional and indie--who both proclaimed the self-publishing bubble had burst. The hybrid author has gone back to 100 percent traditional. The indie is aggressively pursuing a career in scriptwriting, which she believes is the next big opportunity.

I pulled back on investment in the Dreamslippers series and made due with one final pro cover, for the boxed set. After a year, it's still sitting on Amazon without a single review, and sales have been poor. It's tough, because I know some indies who are still making an all right living. But they tend to serve niches (such as a Christian apocalyptic writer) that are ignored by New York publishing. They also usually have military pensions or are kept financially afloat by their spouses' incomes. 

Boxed set

But frankly, it would have surprised me if I'd been able to make a living on indie books alone. I'd already survived the collapse of the journalism industry, and I understand that we are in the throes of a digital revolution that places primacy on the visual. I approached the entire enterprise with the idea that it was a huge experiment, and a gamble. While there are many things I might have done differently, on the whole, I learned a lot, acquired new skills and further honed old ones, and grew as a writer. The result is an award-winning novel series to my credit and scores of articles written by and about me and my work.

On balance, I'm glad I tried to become a full-time novelist, though commercial success proved to be an elusive beast. 

What continues to do extremely well for me is my work in games.

The one-year blockout from my no-compete clause ended in February 2017, and it was as if the floodgates opened. Without having to actually look for any work, it has consistently found me. By spring, I was already at full-time capacity, writing and designing games for Daily Magic, an old partner of mine from the day job, as well as a few studios new to me that were trying innovative game formats. 

I wrote and co-designed what could be considered a "game novel" or "interactive novel" called Sender Unknown: The Woods. It released in the "New Games We Love" section of the App Store and has been a top 10 in several categories. Gamezebo calls it "the next leap forward in mobile." Another writing/co-designing title for me, Matchington Mansion, has pretty much blown the doors off mobile with its popularity. I'm just now finishing up a "visual novel" for Pixelberry Studios, and it will release in March of this year. Additionally, I'm at work on a project for GSN Games, releasing in early 2018, and in talks with Jam City, a studio I've admired for some time. I'm also designing and writing levels for G5's hit game, Survivors: The Quest.

Loading Screen

It was into this exciting vortex that Webster University entered last summer, and with it, an opportunity to return to my roots--in two ways. One, as a professor of games and game design, as visiting faculty for the 2017-18 school year. Two, in St. Louis, where I'm, as we say, "from."

Some of you know I used to teach English at Pierce College, back in the early 2000s. I had tenure but left to pursue a writing career on my agent's recommendation and because I struggled to pay off my student loans on that faculty income. But I feel the classroom never really left me; I was destined to return and had already as a guest-lecturer at University of Florida and Seattle University.

My family is here in the area, on both sides of the river. I earned my bachelor's degree at Saint Louis University, and I cut teeth early in my career as a writer for the St. Louis Science Center and various city publications. I wasn't born here, having grown up a child of the Air Force with its mandate of frequent moves, but I attended part of junior high and all of high school in Illinois and still think of the Lou as "home." 

Honestly, I wasn't sure I could take on full-time faculty duties with the game work ramping up so quickly. But I hit it off with the faculty there, and it became an opportunity not to pass up. I knew of Webster University's strong reputation, and since the program is new and in need of leadership, there's a chance to put my stamp on something that could be key to the success of not just the school but the whole St. Louis region. What impresses me most is the seed of entrepreneurship being sown here by a small but quickly growing local game industry.

I've had to say no to some work, which is regrettable, but I feel reborn in the classroom. Teaching game design is in many ways a dream-come-true, and a fitting transition from all that dreamslipping.

Game-design

Image courtesy of Webster Today.

So here I am at year end, a novelist, game designer, and teacher. All the best to you in the New Year, and I'd love to hear from you by email or in the comments below.


New Release in Games: Matchington Mansion!

Matchington_mansion

I love a solid Match-3 game, and my latest release is that and so much more. In Matchington Mansion, you can hone your interior design skills while protecting your house from a mischievous cousin, unlock new rooms, renovate your kitchen and garden, and discover secrets hidden among the furniture – all with a cast of quirky characters in tow. You can even spy on the neighbors and check out their room design choices. 

As a (no longer closeted as of right now) HGTV addict, I said "yes" immediately when a producer with Firecraft Studios approached me about working with him on this game. It was a great opportunity to craft a robust narrative for the Match-3 genre, with an added sim mechanic in the form of home decorating and gardening! Like a match made in heaven for me.

Plus, those of you who've heard my game-industry presentations know I've talked about how games that don't seem to lend themselves easily to story could actually be much more popular with players if story were part of the package. Matchington Mansion proves me correct. The game released to featuring on the App Store and is currently trending at 4.5 stars on nearly 5,000 reviews on GooglePlay and 4.5 stars on more than 500 reviews in the App Store.

If you're a fan of my quirky character dialogue in the Dreamslippers Series, you'll see that writing style on full display here as well. Writing dialogue for your interior design bestie - not to mention villains like the scheming Rex Houston - was a fun challenge.

The game starts off with a twist on the "I've inherited a mansion" scenario... the woman who bequeaths it to you was a famous novelist. While living out the dream of getting your own mansion to fully customize to your liking, you uncover your late friend's secret life... and love.

Match1

As always, the story is in service to the game. You'll decorate your mansion in this match-3 makeover puzzle game, design new home decor and furniture by matching pillows, power-up with levels, and renovate your entire house, including your kitchen and garden.

You'll have a blast as you match and swap pillows in a game to innovatively decorate your mansion, with these features:

  • Secrets, rewards, and an intriguing narrative – piece together all the hidden objects and learn new secrets
  • In-game characters to meet and interact with – follow their interesting stories while you play
  • Play levels with tons of room design options and thousands of DIY Decorations – unlock hidden areas for rewards
  • Power-up combos, incredible boosters, and tons of levels in a fun game of matching!

Match2

Match3

I hope you enjoy this game. Please feel free to email me with your feedback using this handy link.

From Reviews

"I highly recommend this game! It is fun and challenging and fantastic!" - Ami Weller, GooglePlay

"This is a cute little game that progresses along quite nicely. I like the storyline." -  Chrisp one, App Store

"I'm really loving this game. Enjoying far more than Homescape or Gardenscape." - Candace Orman, GooglePlay

"Addictive." Nate Nate, GooglePlay

"This is a lot of fun! Tiffany has a good sense of humor and I love her 🐈." - Diane Wood, GooglePlay

Download Now

The game is free to play, with in-app purchases.

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