Log in

goodpods headphones icon

To access all our features

Open the Goodpods app
Close icon
Script Lock - Josh Scherr & Sarah Elmaleh
plus icon
bookmark

Josh Scherr & Sarah Elmaleh

Explicit content warning

08/15/16 • 112 min

Script Lock

Uncharted 4 spoilers abound as we've got Josh (former Cinematics Animation Lead at Naughty Dog on the Jak and Daxter series as well as Uncharted 1 through 3, followed by co-writer on Uncharted 4) and Sarah (actor and voiceover artist, heard in such games as Gone Home, Codename Cygnus, Skulls of the Shogun, Galak-Z, Call of Duty: Black Ops 3, and Uncharted 4) in to talk performance, can you know too much about a character, the writing process at Naughty Dog, what you accomplish in level dialogue vs cutscene dialogue, why there isn’t an open world Uncharted, was Sam ever Samantha, structure, taking the time to develop characters in-game and spend time with them, where do you start when creating mysteries/puzzles, serious pirate history, making the main character an asshole, ghost pirates, and can you enjoy the games you’ve worked on.

Again, SPOILERS FOR UNCHARTED 4 IN THIS EPISODE.

Our Guests on the Internet

Josh's Twitter.

Sarah's Twitter and Website.

Stuff We Talked About

Babycastles

The Uncharted comic series on Comixology

A Second Chance at Sarah by Neil Druckmann

Nate's journal illustrations by Alex Neonakis

A General History of the Pyrates by Capt. Charles Johnson

Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

plus icon
bookmark

Uncharted 4 spoilers abound as we've got Josh (former Cinematics Animation Lead at Naughty Dog on the Jak and Daxter series as well as Uncharted 1 through 3, followed by co-writer on Uncharted 4) and Sarah (actor and voiceover artist, heard in such games as Gone Home, Codename Cygnus, Skulls of the Shogun, Galak-Z, Call of Duty: Black Ops 3, and Uncharted 4) in to talk performance, can you know too much about a character, the writing process at Naughty Dog, what you accomplish in level dialogue vs cutscene dialogue, why there isn’t an open world Uncharted, was Sam ever Samantha, structure, taking the time to develop characters in-game and spend time with them, where do you start when creating mysteries/puzzles, serious pirate history, making the main character an asshole, ghost pirates, and can you enjoy the games you’ve worked on.

Again, SPOILERS FOR UNCHARTED 4 IN THIS EPISODE.

Our Guests on the Internet

Josh's Twitter.

Sarah's Twitter and Website.

Stuff We Talked About

Babycastles

The Uncharted comic series on Comixology

A Second Chance at Sarah by Neil Druckmann

Nate's journal illustrations by Alex Neonakis

A General History of the Pyrates by Capt. Charles Johnson

Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Previous Episode

undefined - Laura E. Hall & Ian Thomas

Laura E. Hall & Ian Thomas

The wait is over! Laura (writer and game designer on such projects as the escape room Spark of Resistance, Dysforgiveness, and Cuppa Quest) and Ian (writer, narrative designer, and programmer, and has worked on Soma, the Lego games, and the Little Big Planet series) join us this week to talk about moment-driven story design, designing escape rooms and narrative live action experiences, relying on people's subconscious' to do the heavy lifting, Punchdrunk's immersive theatre, environmental storytelling, breaking games, how to write for experiences where you can't control what the player will do, puzzle design, VR shorthands, and much more!

Our Guests on the Internet

Laura's Twitter, Website, and Escape Room.

Ian's Twitter, Talespinners' Website, and Frictional Games' Website.

Stuff We Talked About

Puzzled Pint

Echo Bazaar Narrative Structures, Part Three by Alexis Kennedy

Punchdrunk

The Room by Fireproof Games

Bossfight Books' Spleunky by Derek Yu

Sisters by Otherworld

Budget Cuts by Neat Corporation

The Foo Show featuring Will Smith

Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Next Episode

undefined - Thomas Grip & JT Petty

Thomas Grip & JT Petty

Thomas Grip (co-founder and Creative Director of Frictional Games, makers of the Penumbra series, the Amnesia series, and SOMA) and JT Petty (writer on such games as the first three Splinter Cell titles, Batman Begins, Outlast 1 & 2, and The Walking Dead: Season 2) join us to discuss the Four Layers of Narrative Design, mistaking plot for story, how controllers affect the narrative, goals of storytelling, VR skepticism, the relation between narrative systems and emotional impact, Silent Hill, what a lack of combat can do for you, the lessons developers can learn from horror, and much more!

Our Guests on the Internet

Thomas' Twitter.

JT's Twitter.

Stuff We Talked About

Frictional Games' Blog

Games Telling Stories? by Jesper Juul

The Aesthetic of Play by Brian Upton

To the Lighthouse by Virginia Woolf

Writings & Lectures on Game Design by Richard Rouse III

Men, Women, and Chainsaws: Gender in the Modern Horror Film by Carol J. Clover

Why VR Will Not Replace Movies by David Pogue

Spec Ops: The Line

Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Episode Comments

Generate a badge

Get a badge for your website that links back to this episode

Select type & size
Open dropdown icon
share badge image

<a href="https://goodpods.com/podcasts/script-lock-171701/josh-scherr-and-sarah-elmaleh-10584158"> <img src="https://storage.googleapis.com/goodpods-images-bucket/badges/generic-badge-1.svg" alt="listen to josh scherr & sarah elmaleh on goodpods" style="width: 225px" /> </a>

Copy