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Episode Description
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 as richly as possible without overloading the script. How much can we do with the shortest, most disposable bits of writing in a game project?
For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/
Music by Laurence Chapman (https://www.laurencechapman.com/)