I founded Failbetter Games, best known for Fallen London and Sunless Sea, with with Paul Arendt in 2009. I grew it into a medium-sized indie studio with a solid reputation for quality writing and a clutch of awards. Rock Paper Shotgun said we produced 'the most delicious collection of words in all of gaming.' Ken Rolston called us 'a guiding North Star of narrative design'.
Then I realised I didn't want to run a studio, so I sold up and went ronin as a writer-designer for a gap year, doing guest writing forBioWare, Telltale and Paradox, among others. I'm now at Weather Factory with Lottie Bevan, making a game called CULTIST SIMULATOR.
This is me: http://weatherfactory.biz/">http://weatherfactory.biz/
Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means.
"The struggle to keep documentation useful is the struggle of Ra with the serpent Apep. There is no enduring victory; but if you cease to make the effort, then darkness covers everything. Here are some weapons I’ve used."
The particular perils of the passive voice in game prose. And moon language.
A look at the other side of romance in Sunless Sea: illicit officer romances.
The first post of three on how we worked to mesh theme, mechanics and narrative for the love and sex in SUNLESS SEA, our narrative-driven maritime exploration game. With cannibalism.
The second post of three on how we worked to mesh theme, mechanics and narrative for the love and sex in SUNLESS SEA, our narrative-driven maritime exploration game. With cannibalism.
[News - 03/04/2015 - 05:12]
d n r n r ...
d n r n r nIt 's cheerfully inconsistent Victorian period flavour the same reason we spell 'eerie ' as 'eery '. r n r n and thanks :-
[Blog - 02/05/2015 - 01:26]
Thanks And yes, I 've ...
Thanks And yes, I 've added a link - I didn 't expect the post to get featured, so I was caught on the hop. :-