
Ian Gil & Anna Kipnis
Explicit content warning
04/04/16 • 103 min
Ian (Design Director at E-Line Media and has worked on Gamestar Mechanic, Gamestar Mechanic Jr, and Never Alone) and Anna (Senior Gameplay Programmer at Double Fine and has worked on such games as Psychonauts, Brütal Legend, Broken Age, and Headlander, and was the lead on Dear Leader during Amnesia Fortnight 2014) join us to discuss falling into the industry, the benefits of an education that doesn't just focus on programming/computer science, the work involved with implementing dialogue, planning for localization, Never Alone's development, cultural expression in games, dialogue systems, why text to speech isn't the future (for now), the costs of voiced dynamic dialogue, authored vs simulationist vs player-centric approaches to story in games, and a couple of other rad topics!
Our Guests on the Internet
Ian's Twitter.
Anna's Twitter.
Stuff We Talked About
Dialogue Systems in Double Fine Games
Molyjam: How Twitter Jokes Can Save Video Games
Dwarf Fortress' Creator on How He's 42% Towards Simulating Existence
Codex Seraphinianus by Luigi Serafini
Ficciones by Jorge Luis Borges
Viriconium by M. John Harrison
The Yawhg by Emily Carroll & Damian Sommer
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Ian (Design Director at E-Line Media and has worked on Gamestar Mechanic, Gamestar Mechanic Jr, and Never Alone) and Anna (Senior Gameplay Programmer at Double Fine and has worked on such games as Psychonauts, Brütal Legend, Broken Age, and Headlander, and was the lead on Dear Leader during Amnesia Fortnight 2014) join us to discuss falling into the industry, the benefits of an education that doesn't just focus on programming/computer science, the work involved with implementing dialogue, planning for localization, Never Alone's development, cultural expression in games, dialogue systems, why text to speech isn't the future (for now), the costs of voiced dynamic dialogue, authored vs simulationist vs player-centric approaches to story in games, and a couple of other rad topics!
Our Guests on the Internet
Ian's Twitter.
Anna's Twitter.
Stuff We Talked About
Dialogue Systems in Double Fine Games
Molyjam: How Twitter Jokes Can Save Video Games
Dwarf Fortress' Creator on How He's 42% Towards Simulating Existence
Codex Seraphinianus by Luigi Serafini
Ficciones by Jorge Luis Borges
Viriconium by M. John Harrison
The Yawhg by Emily Carroll & Damian Sommer
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Previous Episode

Matthew Burns & Carrie Patel
Matthew (writer, composer, and game developer on titles including the Call of Duty and Halo series, Destiny, The Infinifactory, The Arboretum, The Writer Will Do Something, and TIS-100) and Carrie (narrative designer on Pillars of Eternity, writer of The Buried Life and Cities and Thrones) join us this week to talk about maintaining your writing momentum, outlining, the writing process at Obsidian, Large Teams and the Problems they Cause, creating a Total Work of Art in video games, offering decisions that lead to chokepoints, motivating players with different play styles, the negative space that defines players’ experiences, how The Writer Will Do Something came about, that part of the meeting when everybody turns to look at you, when gameplay doesn't trump story, the linearity of relationship portrayals in games today, and should creators ever be involved in the post-release discussion.
Our Guests on the Internet
Matthew's Twitter and Website.
Stuff We Talked About
The Expanse by James S. A. Corey
My Brilliant Friend: Neapolitan Novels by Elena Ferrante
St. Lucy's Home for Girls Raised by Wolves by Karen Russell
Perdido Street Station by China Mieville
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Next Episode

Rob Morgan & Emily Short
NPCs! VR! AR! Rob (game writer, narrative designer, voice director, and writer on Wonderbook, Fallen London, Sunless Sea, and The Assembly) and Emily (game designer specializing in interactive narrative, dialogue, and social interaction modeling, and writer of Galatea, First Draft of the Revolution, Alabaster, Counterfeit Monkey, and more) are here to talk about the importance of streamlining the implementation of your script, looting silos of information and the problem of them not being widely accessible, the value of knowing programming, the storytelling possibilities of VR and who you “are,” disempowered experiences in VR, interactive theater’s influence on games, different solutions for offering branching narratives to players, writing for augmented reality, and the lack of games about maintaining relationships.
Our Guests on the Internet
Stuff We Talked About
Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures by Emily Short
Love Stories for High-XP Characters by Emily Short
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
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