|Writer looking for portfolio work||Post Reply|
|Oct 6 2013, 8:30pm Anchor|
Hello! Just what the title says; I'm a writer looking for some projects to help me build a video game writing portfolio. I'm not looking for paid work, but royalties would be nice if applicable. I've done short stories, screenplays, and comic scripts, as well as a fair amount of video work, so I'm used to working with different mediums and with teams on creative projects.
I'm down for just about anything: character profiles, dialog, dialog trees, flavor text, story, whatever. I'm not very picky about genre or game style, part of the fun for me is the challenge of working within those constraints. My main goal here is just to generate some portfolio work in a new medium and get some experience working with developers.
On another note, like most people, I've got a game of my own I'd like to see given life. If any developers/programmers think this sounds like something they'd like to tackle, I'd love to hear from you. The basic idea is a 2D, or possibly 2.5D episodic RPG-ish game with a large focus on story and character development. I've got quite a bit of the story elements fleshed out, but the details are going to come down to what route gameplay development takes. I can see it adapting to anything from a top-down Pokemon or Fallout 1 & 2 style to something more like the Walking Dead "interactive cutscene" approach. Sort of a choose your own adventure visual novel might work as well.
I'm pretty eager to start bouncing ideas around and working out the details, so if you've got any questions, whether about me working on your project or you getting on board mine, let me have it. I'll be happy to give whatever additional info anybody needs.
|Oct 9 2013, 1:09pm Anchor|
I'm playing around with the idiea pretty much a 2D top-down RPG-ish game in Unity (I'm doing the programming and the design, no one else is really on board) where you basically use Deus Ex's dialogue system to be a successful drug dealer.
Oh yeah, a link to any of your previous work would be nice as well.
|Oct 9 2013, 11:06pm Anchor|
I sent you a message.
Here's a short branching dialogue I mocked up to show around as an example. Broader than it is deep. I've been through it so many times now that I can't see mistakes anymore, if there are any, so please speak up if there's a loophole I didn't close. I'm not saying this is indisputable proof that I'm the writer everyone needs, I'm just hoping this will lend me a bit of credibility.
Honesty: If he has the teeth, he'll hand them over and get his reward, as well as an offer for more work. If he doesn't, he can take the sheriff to the body, which would be another scene.
Intimidation: A successful intimidation attempt will get him the reward money. If he has the teeth, he'll get to keep them. If he doesn't, he gets the reward money without having to come up with any proof. Either way, the sheriff won't be too friendly toward him, and doesn't bother to let Dust know about other jobs available. Failing to intimidate the sheriff will give Dust a chance to backpedal and be honest, or start combat.
Bluffing: Dust can lie, which will give him the benefits of a successful intimidation attempt (reward without losing the teeth or without having to find other proof) without the drawbacks (an unfriendly sheriff and no knowledge of other jobs). Failing to bluff the sheriff will make the sheriff blow him off and end the dialog. The sheriff can still be approached again.
A couple of the sheriff's dialogs, S1a and S3a, have the wording slightly changed from their original counterparts according to the dialog that brought them there. S6a eliminates the intimidate option from S6 to prevent looping intimidation attempts. That is, if you decide to be honest about losing the fangs after failing to intimidate, you don't get the option to intimidate again.
The sheriff approaches as Dust enters the inn common room.
Sheriff: "I hear you're the one that took care of our dog problem. Suppose you'll be wanting the bounty. Do you have the teeth?"
S1: "Oh, my. It must have been quite a beast, with a mouth full of daggers like that. Here's your reward, all in silver. We thank you for your service. Come by my office in Hedgecross if you want some more work." (Gain 40 silver pieces, lose Black Dog Fangs) [END]
S1a: "Was that so hard? It must have been quite a beast, with a mouth full of daggers like that. Here's your reward, all in silver. Come by my office in Hedgecross if you want some more work." (Gain 40 silver pieces, lose Black Dog Fangs) [END]
S2: "I—er, a marshal? I'm sorry, I didn't know. I saw some of your work during the rebellion. Nasty, nasty business. Not your work, specifically, I wouldn't want to imply—your reward, yes, here it is. Good day." (Gain 40 silver pieces) [END]
S3: "Marshal of the distillery, more like. If I had a star for every drunk I've locked up for waving some scavenged relic around, claiming to be this marshal or that knight, I say, I wouldn't be sheriffing. I'll need some proof before I hand over any reward."
S4: "Really? Must be why they're only seen at night. Yes, it makes perfect sense now that I think of it. Strange it never occurred to me before. I guess that's why you're the expert. Here's your reward, and please, come see me in Hedgecross if you'd like some more work." (Gain 40 silver pieces) [END]
S5: "Funny, I had the same problem with the reward money. If they should turn up, You can find me in Hedgecross. Good day." [END]
S6: "An inn full of drunks? For all I know, you offered them a share of the reward for supporting you. No, I'll have to see evidence if I'm to issue any coin."
S6a: "An inn full of drunks? For all I know, you offered them a share of the reward for supporting you. No, I'll have to see evidence if I'm to issue any coin."
S7: "I suppose that will do. Just know that I wouldn't make such a concession if it wasn't on my way. Let me know when you're ready to go, and be quick about it. I have an appointment at midday." [END]
|Oct 14 2013, 7:53am Anchor|
Pretty tight work Some of the sheriff's sentences are a little bitty, for my money, but that's just a style issue. Oh, and you don't need speechmarks if you're writing a script like this - the speech is already implied by the structure.
The logic seems pretty consistent though, and I like the approach you've taken. It's a good quality script!
|Oct 26 2013, 11:25am Anchor|
i am in need of a writer for the Sci-Fi open world shooter call Project New Age message me if interested
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