The more I’ve learned about game writing the more it reminds me of my favourite parts of product copywriting. From creating flexible ideas that can be easily moulded around a finished product to knowing how to say the same thing dozens of times without repeating yourself, it’s the stuff I live for. Recently, I followed the Pixelles Writing Portfolio Program to guide putting together some coherent examples of what I can do. Both the character design sheet and the cinematic are built for a work-in-progress Twine game that is a fan work of Fallout: New Vegas.
Character Design Sheet
Lupe Vega: party member/possible ally. Contains outline of character behaviour, appearance and motivation, with a short table of barks.
This is a very brief game that replicates the forgettable moments, those interstitial blips in your day. There’s no winning and no losing, just different possible things to glimpse between now and a moment from now. It’s an interlude, waiting for you. The only problem is, someone is calling your phone – who does that now, anyway?