Script Lock

Brendon Chung & Brie Code

Episode Summary

Brendon and Brie join us on our very first episode to discuss narrative systems, whether or not cutscenes are evil, the systemic possibilities of a game based on The Good Wife, procedurally generated stories and level design, what an open world game without a main quest would be like, silent protagonists, if narrative is a game mechanic, and much more!

Episode Notes

Brendon (creator of Barista, Gravity Bone, Flotilla, Air Forte, Atom Zombie Smasher, and Thirty Flights of Loving) and Brie (formerly of Ubisoft Montreal where she worked on the AI systems for the Assassin's Creed franchise and was lead programmer on Child of Light) join us on our very first episode to discuss narrative systems, whether or not cutscenes are evil, the systemic possibilities of a game based on The Good Wife, procedurally generated stories and level design, what an open world game without a main quest would be like, silent protagonists, if narrative is a game mechanic, and much more!

Our Guests on the Internet

Brendon's Website and Twitter

Brie's Website and Twitter

Stuff We Talked About

A Pattern Language: Towns, Buildings, Construction by Christopher Alexander

'Narrative is not a game mechanic' by Raph Koster

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