
Episode 26: Graham Walmsley
Let’s make an 80 Days tabletop roleplaying game We're joined by TTRPG designer Graham Walmsley ( Cthulu Dark , Cosmic Dark ) to discuss his approaches to creating table-top games. How do we create a coherent world when d

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Hosted by inkle · 🇺🇸 US · EN-GB · 26 episodes
Established thought leaders with verified media credentials.
Join hosts Jon Ingold (inkle) and Sagar Beroshi (The Chinese Room) in conversation with authors from the Game Narrative Kaleidoscope, as they discuss all aspects of the craft of interactive writing and narrative design. Find out more about the Kaleidoscope at inklestudios.com/kaleidoscope
inkle hosts Game Narrative Kaleidoscope Podcast, a games show with 26 episodes published.

Let’s make an 80 Days tabletop roleplaying game We're joined by TTRPG designer Graham Walmsley ( Cthulu Dark , Cosmic Dark ) to discuss his approaches to creating table-top games. How do we create a coherent world when d

You're Not a Bad Writer, You Just Don't Get the Assignment When writers join a project, they're not always fully aligned with that project's tone and style - sometimes, it hasn't even been defined yet. Today we talk with

A Simple Pawn A wide-ranging and fascinating conversation with writer and narrative designer Pietro Polsinelli ( Football Drama , Becoming Saint ) about writing games embedded in history, developing from the theme outwar

Localisation, Localisation, Localisation Philippa Warr ( Little Kitty, Big City , A Monster's Expedition ) joins us to talk about the process of localisation. Can digging into your script in immense detail make you a bet

"Tell Me More About That": Writing Characters Using a Devised Theater Approach We're joined by freelance writer Anna C. Webster ( Echoes of Wisdom , Bloodlines 2 ) about using theatre techniques to bring your characters

Make Something Insane: A Guide To Short Twines Nessa Cannon ( Borderlands 4 , Endoparasitic ) joins us to explain how making fast, scrappy Twine games quickly and intuitively can develop your portfolio as well as develop

Two Tips for Better Dialogues We're joined by Kevin VanOrd ( Baldur's Gate 3 , Divinity: Original Sin 2 ), who tells us about his approaches to writing interactive conversations that keep the player involved at every ste

On the Purpose of Choices, and What Keeps Players Engaged We're joined by Deborah D'Antonio L.B. Almeida ( SideQuest Vol 1 , Drintera ) to talk about writing and designing choices for the most interesting player experien

On Entering Cities (In Interesting and Memorable Ways) Konstantinos Dimopoulos ( Zero Parades ) is a game urbanist who designs cities for games. How do we bring big urban spaces to life? How do we make the best introduct

'I don't wanna put my lips on that:' An Ode to Adventure Game Protagonists We're joined by Eric Stirpe (Fortnite, Minecraft: Story Mode) about adventure game protagonists with minds of their own. What role does the playe

Leave Nothing on the Table Veteran games writer Anna Megill (Control, Guild Wars 2) joins us to talk about coherent storytelling using every part of the game dev team. How do we, as writers, get other creatives invested

The Bricks & The Gaps: What We Do & Don't Need When Building Worlds We talk with Total War and Star Wars: Jedi Survivor writer Pete Stewart about how to build worlds that leave the player with questions, even inside the

The Tina Fey Hat Problem We talk to Ed Stern (Brink) about the power and problems of understatement in games. We discuss how to leave room for nuance, surprise and - best of all - deception, with examples drawn from stag

Is It Relatable? Is It Sublime? We're joined by actor turned narrative designer Taage Storey (Choices) to discuss the relatable and the submlime in games writing. How do produce content that's entertaining, while satisfy

The 'Grenade!' Paradox: Writing Better Barks We talk to Giles Armstrong (Assassin's Creed: Mirage, Helldivers II, and many other games) about the art and craft of writing barks that express character and world-building a

Perfectionists Hate This One Simple Trick We talk with Jill Murray (Shadow of the Tomb Raider, Subnautica: Below Zero, Assassin’s Creed: Liberation) about how she gets things finished. If you write for your ideal audienc

Cite Your Sources! Historian and game writer Holly Nielsen (Amberspire, Neurocracy) joins us to discuss ambiguous worldbuilding and the use of biased and unreliable narrators in historical sources. Should your world have

A Smorgasbord Join us as narrative expert Ian Thomas from The Chinese Room expands the boundaries of story design. What can computer RPGs learn from a live-action roleplaying game set in the world of The Three Musketeers

Microbranching: Big Reactivity with Small Effort We're joined by Kate Gray (Moonstone Island, Hello Kitty Island Adventure) who tells us about microbranching in dialogue. Small decisions without long-term impacts can fre

Swiss Cheese and Soda Cans: Writing for Proc-Gen Systems Novelist and narrative designer Stark Holborn joins us to talk about the procedural generation systems of Shadows of Doubt. How do you ensure a generated world has
Ian Thomas
Town Clerk and Chief Executive · NewcastleGateshead Initiative
1 appearance on this show
Ed Stern
Brink
1 appearance on this show
Kate Gray
Moonstone Island
1 appearance on this show
Darby McDevitt
Black Flag
1 appearance on this show
Sagar Beroshi
the Chinese Room
2 appearances on this show
Jon Ingold
inkle
1 appearance on this show
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Game Narrative Kaleidoscope Podcast is hosted by inkle. The show is categorised under games and has published 26 episodes.
Game Narrative Kaleidoscope Podcast has published 26 episodes.
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