A glance down this blog would lead to the reasonable conclusion that all I’ve been doing this year is writing A Day of Faces. I should probably try to be rather more varied in my blog output.

So, other things.

At work FXHOME just released HitFilm 4 Pro. It’s a great NLE/VFX product and it also has a snazzy new website to accompany it. In terms of copywriting I’m massively proud of the new site and feel like it’s my best work to date. Do check it out over at hitfilm.com. I’ll be writing a full-on copy and design deconstruction blog at some point in the near future.

Related to that release I also ended up fronting the launch video, which you can watch here:

The VFX examples on display in there are a mix of work from myself and Josh and, again, it’s the best work we’ve ever done. For my part, the spaceship landing shot at about 4.06 seconds still gets me excited each time I see it. The 20 year old me would have been fairly stunned to think that I’d be able to make that kind of shot relatively easily 15 years later.

Meanwhile, in game dev land, I’ve been slowly plodding along with my experimental Conversation In A Lift game, Going Up. The concept is to provide a naturally flowing conversation (via a Twine branching dialogue) with far more flexibility than you’d normally find in a game. To make this doable the game is restricted to a single location (a lift) and just two characters. Your interaction with the other character will vary wildly depending on what you say.

It’s progressing but it also hugely complex and is thus taking far longer than I’d anticipated. I’ve discovered why most RPGs stick with Good/Neutral/Evil responses and leave it at that…

Also on the game front, I’ve been in talks with an indie development team to write for their game. That’s pretty much going ahead and I’m currently digging into their existing documents and code to see what I can contribute. I don’t want to say what it is just yet, until the project’s progressed a bit and it’s all ticking along nicely, but it’s a really exciting opportunity and the game itself has a ton of potential – both as a game and as a narrative design challenge. More on that soon, I hope.

On another note, I’m considering setting up a regular Norwich-based creative writers meet-up. No idea if there’ll be any interest but it seems worth trying. I recently attended the Norwich Indie Game Developers meet-up and it was super inspiring and entertaining. That experience, combined with my general love of collaborative writing projects, is what made me think it might be fun.

Right. I’d better go write some more A Day of Faces, then.


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