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Matthew Birdzell

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  1. Matthew Birdzell

    Game scripts - where can I find them for writing examples?

    I could. But I thought it was a paid membership. Or GDC is. Some game development group I've read about has a paid membership, and its expensive. Nice. I thought writers would do both. I'm sure they do too. Guessing the writing directly into the engine is more for non linear games?
  2. Matthew Birdzell

    Game scripts - where can I find them for writing examples?

    That's what I've looked at already. Looked as in glanced at. I didn't see the Half Life dialogue. hmm I can check that out. I also rarely play mods, like at all. I don't know how many I've played. And of the games you posted in your second answer, Skyrim is the only one I'm familiar with. So I'd go into the other ones blind. Lastly, my laptop won't run the recent version of Unity. I've looked into it. If there's an older one I might try that.
  3. I've already Googled video game scripts and all I get are a bunch of "how to write a game story" that are mostly click bait, simplistic explanations. I'm interested in linear action game scripts, open world action RPGs/RPGs in general, FPS's and non linear scripts. Where can I find good samples to study, getting an idea of how they're formatted and written?
  4. Matthew Birdzell

    Writing great villains

    I didn't expect to see so many responses when I saw the notification today. Thanks! I have an idea or two for my own stories on this matter, and one includes gameplay reasons as well as plot reasons for the villains being as they are. This all comes from my goal of creating "simply complex" characters in games, when I achieve my career as a game writer: balancing fun with plot reasons. I know there'll be stories where its a simple plot, thus it requires simple characters because of its focus. I'm perfectly fine with those. On that note, I personally might not enjoy that as much as I do a more nuanced villain, as jbadams points out. Balance...oh boy its challenging. It can lead to immense reward though!
  5. Matthew Birdzell

    Writing great villains

    There's a lot of conventional villains out in games, even from highly reputable writers and studios. And you have your bad guys that are well done, intriguing, maybe even redeemable, have actual depth, or are just plain fun to play against. However, I don't think writers are doing enough to make a villain more than someone who is selfish and wants to kill a bunch of innocent people. Disagree if you will, and I'm just fine with that. What I'm getting at is why aren't more villains breaking conventions, or being infused with more depth? Sure they're fun to beat up, shoot at, blow up, or chase down at the end of a game. Perhaps I've not played games that have those types of characters. That's on me. I also could be really nitpicky, because I enjoy a well thought out character in the more "serious" games that I normally play. I want to see writers create bad guys that are more than what we usually see. Although not every game needs that to be fun, as fun is the biggest value for a game, I personally want to write bad guys with more dimensions and depth, when I see it can work well. For others that don't need to be all that, I suppose them being on the simpler side of the spectrum is fine. As long as they're fun to play and beat! Kinda in conflict about this as you can see haha.
  6. Matthew Birdzell

    Production in the AAA scene

    Definitely. All good points. Thanks.
  7. Matthew Birdzell

    Production in the AAA scene

    Hmm methodologies, a typical day, yeah...that kind of thing. I know quite a few of the individual specializations. Perhaps how they collaborate. I know a little about that, just not enough. Sorry for the lack of specificity. I'll edit my post.
  8. Matthew Birdzell

    Production in the AAA scene

    Not sure if this goes into business or here, and if mods need to move it by all means please do. Is there a standard practice to how AAA production works? I'm wanting to work my way to AAA someday to see how it actually plays out, or stick to other career paths as an aspiring writer. I feel I know...hmm...a little? of how this works, but not really enough. Or maybe I already know details and processes and I've not thought about them to write this post. That means you can jog my memory and understanding haha. To clear up confusion, I'm asking about day to day, or week to week practices, how collaboration goes, methodologies. How bigger studios handle schedules, perhaps, compared to smaller ones. Not tiny indie teams, but "bigger" ones from a few dozen to a few hundred.
  9. Matthew Birdzell

    Execution: Backstory revelation

    So the confusion by the player could work in your favor by being intentional for a time? Hmm...sounds like it might work. At least establish a character to start playing as that makes the player think they're the protagonist.
  10. Matthew Birdzell

    Execution: Backstory revelation

    I like both approaches. However, with the first one, by having the player see through said secondary character , then switching back to the actual player character, can be jarring and confusing. If you start with the main character, you establish who the game is mostly played by. Later on you can switch characters to show stuff. I'm thinking of that exact idea in my game story. Jotted it down to consider later. Now your second idea seems as the more conventional route, which isn't necessarily bad. If you show a past tense cinematic, you establish the two characters and perhaps the beginnings of their differences. It makes the player understand that you have these two characters at odds early on. What I see problematic is that outside that conflict there isn't much else about these two. You can explore that later on through the first idea. What is your idea, or ideas, for the background lore? Will the player watch cinematics explaining it, or will they find in game stuff related to it? Also, do you want your villain established right off the bat, or do you want the player to learn about said villain as the story progresses and characters are introduced? You might do some foreshadowing first, showing a relationship between the characters, then gradually the other character turns bad? Or maybe that's nothing close to your plan. It might be better to focus on your protagonist first, show the player why we need to care about them and enjoy playing as them, before you bring up a bad guy. Of course not all game stories need to show certain characters this way. This help any?
  11. Matthew Birdzell

    Writing for a game: Case file 4:20

    I really like this idea. Well done. You can flesh this out and create a deep story with that. Id make sure your characterization isn't generic/cliche. Try to subvert player expectations with your plot progression if possible. Throw some plot twists, but don't overdo it. If you're making it choice based/non linear, make sure either path makes sense. Also I'd make it longer than your average 6-8 hour game. Add depth, intrigue, and make the world and characters feel real.
  12. Matthew Birdzell

    Star Wars: The Last Jedi

    I liked TLJ. Saw it twice, including premiere night. I know its a flawed film that has many other variants of the story could have been done differently. Regardless I like it. Daisy is amazing and I like how Rey's character has grown. I can explain my thoughts if you'd like. As for Mark's recent opinions, I care less. Admittedly a little of it is understandable. His acting was top notch and I think the way Luke went out was great.
  13. Matthew Birdzell

    What level creator works best for my system?

    I'm more of a 3D person.
  14. Matthew Birdzell

    What level creator works best for my system?

    No lol I just wasn't a fan of GameMaker back then. Perhaps I can try it again? Ehh...just don't yet like that idea. I had problems figuring out how to use it. And Maya 3D 2017 won't run; it would max my RAM. Thats not good. Thanks for the correction on CPU speed. I wasn't sure about that. I also don't have any game environment for what I'm working on. I'm working out plot and story ideas for my game. What I'd like to do it make objects related to my ideas on that, random stuff from tutorials, or something else for learning the basics. On the other hand, In Halo 5, 343 Industries made an incredible Forge Mode that blows the older versions away. I've considered building stuff out of a fantasy short story I've revised twice this year just for fun. The problem is is that I'm really bad at Forge and its really complicated.
  15. Merry post Christmas and Happy early New Year :D. So I had a conversation yesterday at work about building a secondary skill outside of what I'm studying in university (so used to saying college, but I go to a university). I'm a prose fiction writer; my skills in level design or gameplay are nearly nonexistent. Which could be a bad thing if I were to expand my skillset. What sort of design program might I learn on my own? I have tried GameMaker in the past, and just about hated it. If I had a more powerful laptop, or a custom built desktop, I could do more with a better program. I also looked up Maya 3D just before typing this. The 2016 version I can run. My system specs are: Windows 10 Home i7 quadcore 2.6 GHz 4720HQ. Goes to 3.5 while running some other programs (auto overclocking?) 8 gigs RAM Intel HD Graphics 4600 NVIDIA GTX 960m 2 gig
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