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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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Announcement: The Brunette Games Team

 

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There are 3 of us now, and we cast loooong shadows.

As many of you know, I've been busier than a hive drone for quite a while now as a number of career opportunities surfaced for me all at the same time. The good news is, now I have help, in the form of two super-talented students I had the pleasure of teaching this past year when I served as visiting professor at Webster University.

Tamsen and Dexter were two of my best students, and I'm over-the-moon excited to see what they can do with real-life game projects. 

With the new recruits, I also took the opportunity to articulate our unique standing in the industry. Here's the new "What We Do" statement:

We are specialists in narrative games. 

The Brunette Games team is passionate about story, and we love our stories best when they are interactive, when the person experiencing the story is not doing so passively but actively, interactively, as part of the story. A player is different from a reader. Players can shape their own characters and make decisions that affect how the story goes—and how it ends. Players want to solve problems, complete challenges. They want to win.

We are wordsmiths with a nerdy bent for logic, poets with pocket protectors, storytellers who know better than to let text get in the way of the game. We play a lot of games and read a lot of books. We also read a lot of games and play some books. We’re a rare breed in this industry and in the world, and that’s part of why we’re in demand and growing. The other reason is because we’re very good at what we do—some say the best.

We have design and writing expertise in the following genres: 

  • Interactive and visual novels
  • Chat fiction
  • Choose-your-own-adventure stories
  • Hidden-object puzzle adventures
  • Narrative match-3 builders and puzzlers
  • Narrative resource management
  • Hybrids of any of the above
  • Retail and party games

While our current focus is on mobile games, we also have experience on console and PC titles.

And here's an introduction to the new team members. They'll be joining me here on the blog, too, so stay tuned!

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Junior Writer/Designer Tamsen Reed is studying for the BA in Games and Game Design at Webster University, with plans to graduate in spring 2019. Through her course work, including Brunette’s classes in narrative design and world design, she has written video-game scripts and game text as well as scripts for TV/film and radio/podcasts. She’s currently developing her skills in visual scripting and 3D modeling.

Reed has a near-perfect GPA and has consistently made the Dean’s List. Prior to joining the team at Brunette Games, her real-world experience included office management, events coordination, and ticket management for Harbor Duck Adventures. 

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Junior Writer/Designer Dexter Woltman is currently a senior pursuing a degree in Scriptwriting at Webster University. He also has a near-perfect GPA and ongoing standing on the Dean's List. Through his coursework, he has written scripts for television, film, newscasts, radio, commercials, and games, particularly through Brunette’s game design and narrative design courses. 

Woltman is also currently interning with Coolfire Studios and has had real-world experience with event coordinating, client dealings, and production development, especially through previous employment at REM SouthCentral Services and at Escape St. Louis, which provides in-person escape-room games.

Join me in welcoming them to the team!

 


Photos from PixelPop 2018 and the Big SLU Flashback Event

As mentioned previously, I gave a presentation this weekend at PixelPop Festival. (If you missed it and wish you hadn't, never fear. I'll be reprising the talk for the St. Louis Game Developers Co-Op in a couple of weeks. There's also coverage on the blog in the form of a two-part series: 1) Why Does Story Matter in Games? and 2) What Makes a Game Story Work? because apparently I'm obsessed with questions-as-headlines.)

Organizers Carol Mertz and Mary McKenzie Kelly and their super-cool army of volunteers did a fantastic job of creating and running a high-quality, highly-inclusive game con. More than one person I met commented on the open, friendly, encouraging atmosphere and the extremely helpful takeaways.

Here are some pics!

The expo hall was overwhelmingly dominated by console games, but I stumbled upon this awesome mobile game by developer Bravendary, and since I was tasked with judging games for the Select Award, I gave it my vote. Super Bobbert and the Infinity Tree is a "risk/reward collection game." You play by dragging your finger on the screen or tilting your device to move a pair of telescoping hands up a tree, rescuing kites, balls, and yes, cats--and avoiding collision with tree branches. I gave them some feedback about making the game more accessible to casual players, but I think it's super cute and has great potential. I'm excited to see two developers of color bringing something new to the table.

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Developer Philip Hayes demo-ing Super Bobbert.

One of the most interesting talks I attended was the fireside chat between Leah "Gllty" Hayes, a Street Fighter e-sports champion and Jason Li, a longtime fan and competitor in fighting games. Hayes first learned to play in the arcades of her youth here in St. Louis and is from nearby St. Charles. I knew nothing about fighting game culture and found her insights into the differences between U.S. and Japanese subcultures fascinating. For example, in Japan, gamers might be somewhat hostile to those outside the homogenous Japanese culture, but they are very supportive of women learning to game.

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Here's a demo of a game in development called Stepsisters. It's based on the darker, Grimm's fairy tale version of Cinderella, so the object is to, um, get your toes cut off in order to fit your foot into the glass slipper, marry the prince, and win the game. I feel kind of conflicted about it, but I was schooled on feminist references to classic fairytales in the style of Angela Carter's The Bloody Chamber. What do you think?

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Created by students from Bradley University. Pictured here: Warren Guiles, who's in St. Louis this summer interning with Graphite Labs, and Jake Velicer. 
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Creepy, or cool? You tell me.

In the category of "That talk you wish you hadn't been late for" is Kevin Snow's presentation on accessibility in games, but I made up for it with a one-on-one afterward, and I managed to snap a pic of this super-helpful collection of resource links.

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Next is a couple of guys down from Chicago, reps from a student-run studio at DePaul University. I was drawn to their table because they had a bunch of books on display, and book/game crossovers are something I would like to see much more of at game cons. They used fish for controllers, so even though I'm not into fighting games, I had to play this one.

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Josh Delson of JDE, for Junior Development Experience.
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The game is called Sashimi Slammers.

One of the cool things about attending a game con in your own town is running into former students--which happened a lot! It was great to see so many game design majors from Webster University representing. Here's Sarah Brill, showing off a game she helped create through her summer internship with local developer Graphite Labs.

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Sarah created art for Compost Conundrum, an educational game about the value of garden composting.

Another Webster face in the crowd was my friend and former colleague Rob Santos, there showing off a unique game interface. You communicate with a spirit through a Quija Board to uncover a mystery in the game Good Luck. The planchette lights up over letters on the board, allowing the spirit to relate the tale.

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The creativity on display here is why students rave about Rob as a teacher.

I think I might have been the oldest presenter at this youthful con, but it's OK. I just told everyone the reason my hair is this color is because I'm a Targaryen.

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I chose "she" as my pronoun sticker only because "She Who Must Be Obeyed" wasn't an option.

Now in the headline I promised you something about a Big Flashback Event, and here it is. Some of you know last summer I moved back to the Midwest after nearly 20 years away. This con was at my alma mater.

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My dorm from 1989-90. Back then it wasn't emblazoned with the school's name.
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I staffed this cashier booth when the garage first opened. It's now undergoing renovation, and maybe I am, too.

To conclude this pic-laden recap, I've presented at and/or attended big cons like GDC, Casual Connect, AWP, and PNWA. But this is one of my favorites for the inclusivity, friendliness, and hometown vibe.