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The Rock, Paper, Scissors Phenomenon

Rochambeau

I'm always encountering people who think game development is like what we believe rocket science to be--extremely technical and difficult, not a pursuit open to anyone who isn't an Einstein. As someone who is decidedly less than Einsteinian, I'm here to tell you that it's not. 

I've developed a talk meant to demystify game design and get the average person of any age excited about it. I've used versions of this presentation in college-level introductions to game design and with general audiences, including families with young children. It's meant for my special brand of highly interactive facilitated discussion; after all, games are an interactive medium, so why should our talks be any different? And I always start by getting the audience to play a simple hand game: Rock, Paper, Scissors.

You can see this in action here:

The above talk was for the St. Louis County Library's "Science in St. Louis" series, and I don't think I've ever had as much fun with any audience as I did this one. Singles, couples, and families with kids showed up, enthusiastic about the topic and ready to participate, and not a single person wanted to know if I'd worked on Fortnite! A really cute thing happened at the end, too, when two young boys asked me for my autograph. I'm just thrilled that they've got an image of a silver-haired woman in their minds now associated with the phrase "game design." St. Louis County Library

What's your biggest takeaway from this?


Announcement: Industry Vet Elisa Mader Joins Brunette Games

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Elisa will design, write, and edit from her home base in Seattle.

I realize it's been the season of announcements here at Brunette Games, but I've got another one for ya, and it's a really good one.

Let it be known that Elisa Mader has joined the team as a writer/designer. I first met this talented woman when I worked with her significant other at Cat Daddy Games nearly a decade ago. Back then, Elisa was beloved by her coworkers in the banking industry, but she was looking for ways to defect to games. Since I'd taken a turn as an editor with a financial services firm in the past, I got where she was coming from. And I also understood how exacting financial services can be. I knew she'd be a crackerjack editor, so when I was in a position to hire freelancers at Big Fish, I brought her into the fold. 

I've been her unofficial mentor ever since, and it's been awesome getting to see Elisa rack up experience points across her five years in games. She recently finished a stint at AAA studio Bungie, working on Destiny 2. Which is way more impressive to my brothers and most other hardcore gamers than anything in my strictly-casual background, so there you go.

Among other projects, Elisa will be pitching in on Survivors: The Quest, ensuring that we don't go stale on a title I've been designing and writing for two years and seven locations, including an alien crash-landing, jungle insurgents, a case of parallel dimension twins, and a volcanic vortex. I can't wait to see where she goes from there!

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By the way, if you think her blue streak looks great, wait till you see her current 'Blue Level: High' 'do.

You can read Elisa's bio on our LLC page, but here are some questions I asked her to answer for you, by way of introduction.

How would you describe your writing voice--in games and elsewhere?

It's always slightly ironic, and I sometimes manage to keep the alliteration and wordplay in check (but not always).

I love banter between characters. I start by imagining my characters as real people, even creating character sheets with little details about their back stories (nanny turned cyberpunk hero!) and oddball obsessions (robots! an irrational hatred for chocolate!) that may never see the light of day. Then, with these personalities clear in my mind, I let them play off one another in situations ranging from the banal (where shall we put this lamp?) to the outlandish (why is my poetry bot trying to take over the world?). The quirkier, the better!

I also like parentheses.

What's your favorite game story, and why?

Must I choose just one? I played the heck out of Diablo II back in the day, and it remains a model of an epic linear story that built and built and built in excitement. Its fantasy setting felt large, wondrous, and worthy of exploration. My interactions with Deckard Cain convinced me I was unraveling a great mystery, yet smaller quests for ordinary people reminded me what I was fighting for. The saving-the-world scenario can be overdone, but this was the first time I saved the world!

To turn that question on its head, though, I have a special love for games that let me imagine my own story as I go: the Civilization games, Stardew Valley, Subnautica.

But if we're talking about a game story I wish I'd written, there's Until Dawn. So. Many. Choices.

What drew you to game writing?

It was a slippery slope from editing! And it was more or less a precipice after my first experience writing for a game, crafting some branching dialogues and Shadowland BBS posts for Harebrained Schemes' Shadowrun: Hong Kong.

My job was to flesh out an already robust and fascinating world in a futuristic, cyberpunk Hong Kong, and I set about asking myself, "What ground isn't being covered by the main campaign and missions? Let me tell those stories."

So I wrote long, meandering dialogues inspired by real life sources: Filipinos I'd seen in Hong Kong (I'm half Filipina, holla), Craig's List, poetry slams.

Then the developers at Harebrained told me, "Yeah, you've got to make all of that much shorter."

But that's where the collaborative magic happened: when we cut up my ideas, they became more playable. Punchier. Richer with Shadowrun lore and Easter eggs that others added. Game writing isn't a solitary endeavor, but I feel like my best work is both very much mine and the product of interactions that I can only call galvanizing.

What advice do you have for someone just starting out in the industry?

Do the thing. Apply for the gig. Write for yourself when you don't get the gig. Talk to people and convince them that you can do a gig when they hadn't planned for one. Seriously.

There's no reason I should have found a niche in gaming. I'm an introverted woman of color with a background as an academic (French medievalist! Holla?) and a paper-shuffling real estate analyst. But the video game industry embraces all kinds of backgrounds. You can become a huge success without formal education, if you can prove you can do the job. I worked hard and I played well with others, though I failed plenty lots. But I believed that my weirdo background and my chops could make games better, so I kept doing the thing.

And now I get to share my stories with the world.

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Elisa's motto is, "Go blue, or go home."

Join me in welcoming Elisa to the team with some supportive words below, especially if it's not about her hair. 

 


Giving Thanks for Great Stories: A Brunette Games Roundup

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Here at BG, stories make our world go round. But I think that's true for everyone, every day. Imagine what it would be like to live on a planet with no stories, no fiction; the concept of make-believe is utterly non-existent. That would be a sterile world, in my opinion. We need stories like we need air. They tell us who we are every minute, they help us make sense of the world, they connect us with our own emotions, and they foster empathy for our fellow humans.

With that in the background and in honor of the Thanksgiving holiday, we offer this roundup of the stories we're most grateful for right now. No doubt in anticipation of our official office closure this week, all of us gravitated toward binge-watch shows. 

Dexter’s Fascination with Fear

When it comes to popular TV shows and their spinoffs, it’s always hit or miss, with the vast majority being miss. However, one has astounded me ever since its debut: Fear the Walking Dead, a spinoff of the popular zombie drama, The Walking Dead.

The pilot premiered in August 2015. Unlike its parent show, which derives directly from comic book source material, Fear the Walking Dead strives for originality, often portraying elements of a zombie apocalypse never seen before. This is quite a feat, especially considering just how played the zombie genre is at this point.

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Kim Dickens as Madison Clark, in Fear the Walking Dead.

While Fear the Walking Dead’s first season was a bit rocky, it did get one very crucial thing right, which was its lead character. In a survival genre dominated by men slashing and bashing their way through hordes of the undead and the living, Fear the Walking Dead offered a lead unlike any other in Madison Clark, a middle-aged mother whose story is one of the most realistic, grounded I’ve ever seen. She’s not a veteran survivor. She’s not a trained killer. She’s just a former guidance counselor trying to protect her children. Played by Kim Dickens, Madison never fails to steal the scene. 

With its phenomenal writing, Fear the Walking Dead grew to become a truly exceptional show that often falls under the radar. Madison remains compelling as she leads viewers across the crumbling landscape of California, through pirate-infested waters, over the desolate lands of Mexico, and onto the barren, apocalyptic landscape of Texas. If you're looking for a strong, well-developed female lead, look no further.

Tamsen's Penchant for Pirates

The most compelling narrative that I’ve binged so far this year is Black Sails (available to watch on Hulu). The series is a Treasure Island prequel that has a very addicting storyline and lots of character development.

Though not for the faint of heart, the story follows the more political aspects and power struggles involved in the pirate lifestyle. There are definitely plenty of scenes riddled with sex and violence, but it doesn’t feel as gratuitous as many other shows. The pace never drags, and the pilot episode sets up the course of the entire series quite nicely.

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There are countless overarching plotlines, but the entirety of the show deals with holding on to their lifestyle in a rapidly-changing world.

I admire the interconnected, separate plotlines feeding into a larger story in Black Sails. This could be a valuable example to game designers who wish to create more open-world games, as many of the small plotlines seem to parallel the plot of a side quest. While sometimes side quests feel unnecessary and unrelated, the way the creators have everything feed into each other makes it more rewarding for the viewer. As a side note, I want to make a pirate version of Red Dead Redemption, so the inspiration is real.

Elisa's Fascination with World Building

Possibly the best sci-fi TV series I've ever watched almost came to an end this year. But it didn't.

After three riveting seasons on Syfy, The Expanse (based on the novel series by James S. A. Corey) got cancelled, but after fans mobilized on social media to #SaveTheExpanse, Amazon Prime picked it up for a fourth season. Thank goodness!

So what's the excitement about? For me, it's how the series draws on science, sociology, and even linguistics to create three compelling cultures inevitably drawn into conflict. The Expanse takes place in our solar system, in a distant future where Earth and its rival Mars depend on mining in the Asteroid Belt for precious basic resources. The Earthers, Martians, and Belters coexist uneasily until a devastating alien "protomolecule" threatens them all.

Expanse

Much as you might despise Earth's scheming UN deputy undersecretary, Chrisjen Avasarala (played by the peerless Shohreh Aghdashloo), you can't help but admire her ardent defense of her beloved planet. I choked up when tough-as-nails Martian marine Bobbie Draper (Frankie Adams) sought her first glimpse of water on Earth after a lifetime on a waterless planet.

But it's the richness of the Belter culture I love most. The Belter underclasses have long supplied ice and minerals under duress to Earth and Mars but are themselves starved for resources. Living in low gravity has altered their very physiology; Belters' long, brittle bones and weaker muscles can't endure Earth's gravity. Yet, the Belters possess a fierceness and identity all their own. They speak a creole—based on languages as distinct as Chinese, Bantu, and English—that actors such as Jared Harris and Cara Gee (who play Belter leaders Anderson Dawes and Camina Drummer, respectively) convey so convincingly. Even Belter tattoos have messages behind them.

There are whole series to be written just about the Belters. Ultimately, that's the hallmark of robust world building: that the stories you write give rise to yet more stories.

Lisa's Obsession with 'Reality' Stories

I've written before about my guilty-pleasure HGTV binges... which is part of why I have not had cable since 2005, when I ditched the TV and its connections. That hasn't exactly stopped me from bingeing, but without the stream of cable I have considerably more control over my addictions. The current drugs are house-hunting and home improvement shows from the BBC on Netflix, starting with "Sarah Beeny's Selling Houses."

On this show, rival homeowners are each given a thousand pounds to bring their pads up to snuff, vying for the attention of one buyer, who will view them all. Beeny herself swoops in to plant key criticisms and advice for how to spend the thousand pounds, but of course many of them ignore her and head off the rails, usually both breaking their budgets and failing to solve the problem that drove buyers away in the first place. As someone who's on her fourth owned property, I find this entire process enormously entertaining.

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Absolutely, I was #TeamFrankie.

My obsession with British lifestyle doesn't end with the home but extends to all the "homely" (in the UK this is a compliment) things you can do in a home. Even though I can't eat flour, eggs, or sugar, when a new season of "The Great British Baking Show" drops, I have to watch it. But my favorite of them all is "The Great Interior Design Challenge," where a handful of amateur interior designers compete with one room and (again) a thousand pounds to prove their competence with the color wheel. Fantasizing about moving to the English countryside and renovating a "chocolate box" cottage with a thatched roof is just an itch I can't scratch enough. 

Luckily, all of this binge-watching is useful in my work on games. Consider it "research." I've used my deep, TV-acquired knowledge of home decor in my design and writing on Matchington Mansion. There's a whole premium scene in Choices: Veil of Secrets centered around the magnificence that is the English savory picnic pie. And for the interactive novel I'm working on now, I draw inspiration both for the settings and the characters I design from the stream of real people and their homes as they come and go on these shows. I enjoy the quirky texture of the average Brit, having his or her 15 minutes of fame.

What binge-watch story gets your gratitude--not to mention your screen time--this week? Tell us in the comments.

Other roundups you might like:

The Play's the Thing: December Game Roundup

Something Mysterious: December Reading Roundup

 


Developer Notes: Tamsen Reed's First 'Game Jam'!

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Abram Donovan and Tamsen Reed, next to their arcade game, Waste of Space.

Junior Writer/Designer Tamsen Reed is here to tell you what it's like to be a young indie game developer participating in her first Game Jam.

Here's Tamsen:

"You know, it’s not nearly as big a deal as you two are making it out to be.” There was an air of excitement as we descended into the basement of the St. Louis Science Center. I looked across at my friend and teammate, Kei, whose apprehensive energy radiated through the elevator.

You see, it was our first Game Jam. For the uninitiated, a Game Jam is an event where game developers come together to create a themed game in a very limited timeframe. We would spend from Friday night until Sunday night making a game with our teams. Many Game Jams take place in a location where participants can elect to spend the full 48 hours on-location to work. In this case, we could only be in the St. Louis Science Center until 10 pm every night.

For our third teammate and friend, Abram, this was not his first day at the proverbial rodeo. He’d done Game Jams in the past. He was being subjected to car rides of “What If” questions and endless anxious thoughts, which brings us back to his previous comment: "You know, it’s not nearly as big a deal as you two are making it out to be.”

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The 3-person team of Webster University game design students demo their finished prototype.


I’ll admit, he was absolutely right. I don’t know whether to credit our team dynamics or our self-knowledge about our abilities. It went so incredibly smoothly, I was unsure if we’d even participated in the event I’d heard so much about.

When we arrived on Friday night, we decided two things:

  1. We would actually sleep every night.
  2. We were happy to be in a group with just each other.

We plopped our stuff down at a corner table as we watched others walk around from table to table marketing themselves. It was likely what we should’ve been doing, but we were content just to spend time with each other.

The theme was announced, and everyone scattered. We were to make an arcade game based off of the exhibits that were on display at the St. Louis Science Center. There were some rules about decency because the main audience would be children.

Immediately, we jumped on their website to view a complete list of exhibits. We found an OMNIMAX movie that they show called “Australia’s Great Wild North.” Kei and I rattled on back and forth about an E.T.-esque game where you play as a dingo trying to eat/collect babies while dodging their mothers.

Abram saw an obvious collision between the rules on decency and baby-eating. So, we went back to the drawing board. Based on an OMNIMAX film on the International Space Station and the Makerspace exhibit, Waste of Space was born. Our game has been described as “Katamari in space,” which I think is accurate for a game where you attempt to construct a space station while trying to stay in orbit.

Abram was our programmer, Kei was our main artist, and I took on all the writing tasks as well as the managerial work. By the end of the night on Friday, we had a playable build of the game. So, we celebrated with breakfast for dinner at the Courtesy Diner. After eating an unconscionable amount of diner shrimp, we stocked up on food at a local grocery store. Our Schnuck’s snack selection was what you'd expect an 8-year-old might purchase if given free reign and $100. After deliriously laughing and dancing our way through the grocery store, we finally retired to bed.

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Fuel for the Jam.

 Saturday morning brought about some worries. Our game was crashing the whole arcade machine. I was concerned, but Abram took a quick look and just added some brackets (or commas? I won’t pretend I understand it). It was completely fixed.

Abram imported Kei’s art assets to replace all of his placeholders. I wrote some rules for the game. Kei and I created a background for the game. We were done. It was Saturday night. We were finished!

What do you do when you finish your game early? Increase your scope, obviously! So, we fled to my apartment to unwind with some Netflix comedy specials. While watching, Abram typed a few things into Unity and voila! We had a two-player mode.

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Get a load of this loading screen!

 We woke up a bit late on Sunday but made our way back to the Science Center for the final day. I wrote some instructions for the new mode, Kei made it look pretty, and Abram imported it into the game. We playtested a bit before resigning ourselves to doing homework for other classes that we’d neglected all weekend.

We unveiled our game to a receptive audience of game developers. Though we'd found time for sleep every night, we were still exhausted. I drank so many energy drinks that I couldn’t form coherent sentences. Despite our mental and physical exhaustion, we still managed to stay up for another 7 hours after the Game Jam.

One of the selling points of participating in Arcade Jam 2018 was that our games would all be on display at GameXPloration, a new exhibit at the Science Center. Unfortunately, we were unable to play our game when we visited. The arcade machine software was apparently broken, so they selected one game that would always be looping as a temporary fix.

We definitely thought the exhibit as a whole was amazing, despite the chaos that’s wrought when parents let their children loose on an unassuming new display. GameXPloration features multiple PixelPress set-ups, an oversized NES controller, racecar simulators, and an arcade machine full of games from local game developers. It’s also full of areas to play traditional games and brainstorm game ideas. The brainstorming areas really emphasize the importance of stories in games.

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This Game Jam montage brought to you by too many energy drinks to count, unless you're Abram, and there's code for that.

 Overall, the Game Jam was an adventure that reminded me of the importance of being a generalist and reinforced all the things I’ve learned during my time at Webster University. I think it’s an unmatched experience for developers (or hobbyists hoping to break into the development sphere) to explore their own skills and get some game titles under their belt.

If you’re interested in games and you live in the  St. Louis area, I can’t recommend highly enough the St. Louis Game Developer Co-op. They organize a multitude of events like Game Jams, educational presentations, and “drinkups” where you can drink and socialize with other local devs. 

 As long as I’m linking pages…

Here's some info on the GameXPloration exhibit at the St. Louis Science Center.

If you want to play our game, Waste of Space, it's also available online(I will warn you that it is incredibly hard on PC for whatever reason. Like VERY difficult.) Maybe we need to playtest it outside of a group of game devs...

 


Announcement: Brunette Games Teams Up with Cherrypick on Interactive Novel Series

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I'm thrilled to announce Brunette Games' collaboration with Warsaw, Poland-based Cherrypick Games. As soon as CEO Martin Kwasnica and I started talking, I knew we shared the same vision. He wanted to make exactly the game series I wanted to make: A choice-based collection of interactive novels targeted toward older female players.

The overall series title is Crime Stories, and Cherrypick will release several books this winter, beginning with Mistletoe Arrow. In this series debut, the player is a member of an investigation team working to solve a mysterious murder. The story takes them through the dark side of social media in a near-future world to answer the question, Who killed Jonathan Frank? The list of suspects includes Frank's bar buddy, a coworker, and an online rival, just to name a few. Or could it have been his estranged wife--or daughter? It's up to you to find the truth--and decide whether the killer deserves more sympathy than the victim.

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Sneak-peek scene for an in-development Crime Stories book. All images courtesy Cherrypick Games.

I'm consulting on the overall Crime Stories project as well as writing one of the books in the series: A domestic noir thriller, Woman on the Bridge. Each night driving home from work, you see a strange sight: The same redheaded woman, dressed in a royal purple gown, standing in the middle of a steep bridge that is notorious for suicides. Then one day, the receptionist in your office goes missing, and the woman on the bridge also mysteriously disappears. Are the two connected, and if so, how? Players decide what kind of person they want their character to be as they follow bizarre clues, avoid arrest themselves, and decide a murderer's fate in this powerful story set in Seattle.

Woman on the Bridge is my third interactive novel and sixth book-length work, all of them in the mystery genre. I'm really excited to bring new levels of character options to players, in terms of truly co-creating who you want your character to be based on the choices she makes both for herself and in relation to others. I'm also trying to push the boundaries of the interactive format, crafting meaningful choices without sacrificing plot cohesion. As a game writer/designer, it's a delicate balance between freedom and control, and I'm always thinking about the player as a character with will and agency, a very different kind of writing than when I'm working on linear novels.

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It's been a pleasure to collaborate with the Cherrypick team, as they're truly committed to the mobile audience of women 35+, and approach their players with real respect and a joyous enthusiasm for bringing them great stories in a game app package. Cherrypick was founded in 2014 and has 18 games to its credit so far with more than 22 million downloads.

Look for more announcements and updates here on the blog this winter. For now, here's the official press release:

FOR IMMEDIATE RELEASE - October 30, 2018 - Warsaw, Poland; and St. Louis, Missouri, USA -

Lisa Brunette, head writer/designer and CEO of Brunette Games LLC announces she has joined the Cherrypick Games team to help develop a new visual novel free-to-play game series, Crime Stories.

Visual novels have recently gained massive popularity amongst female users of mobile devices, making the genre a perfect fit for Cherrypick Games' portfolio of products.

In this upcoming release, players will take part in a dark investigation, filled with twists and turns, interesting locations, and colorful characters. 

“Unlike movies or book series, the 'reader' is not a passive recipient; she co-creates the script. Players make choices that the hero's fate depends upon, making the narrative part of Crime Stories a crucial aspect of the production process. In order to meet the expectations of players, we brought in a leading game writer/designer with a traditional mystery book series plus two visual novels already to her credit. Lisa is an award-winning author who's collaborated previously with Pixelberry Studios on their hit game app, Choices. She has also worked for Nintendo, Cat Daddy Games, Take-Two Interactive, and Big Fish Games, once the world's largest casual games publisher,” says Martin Kwasnica, CEO of Cherrypick Games.
 
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Brunette is an award-winning author, game designer, and novelist. Her creations for games include hundreds of titles with a worldwide audience in the millions. In the academic year 2017/2018 she was a visiting professor at Webster University, where she lectured in the category of games and their creation. In addition, she has guest lectured at the University of Florida Digital Worlds Institute and Seattle University in the past. Brunette was the script writer on the Choices book Veil of Secrets. 
 
"As a fan of their hit game My Hospital, I was thrilled when Cherrypick Games reached out to me for collaboration on Crime Stories. Our visions aligned, both wanting to provide compelling stories and choice-based gameplay for an audience of older women," says Brunette.
 
“We are very happy that we were able to involve such an experienced person in developing the narration of our game. The success of her indie visual novel Sender Unknown, as well as her work on Veil of Secrets, are the best recommendation for Lisa’s skills. We believe that our cooperation will result in the creation of a hit in line with leading games on the market,” Kwasnica added.
 
For additional information, please contact Cherrypick Games or Lisa Brunette.
 
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