Saturday, 3 May 2014

The Tom Jubert Blog Bi-Annual Update Extravaganza...

...or 'What I have been doing instead of writing this blog for the last couple of months'.

So the main pull on my time has been the two new narrative design projects I took on towards the end of last year. Both are now nearing completion (there's a first draft script, at any rate, and alpha builds are on the way) and should be officially announced in time for E3 in June.

nDreams VR Adventure
The first project is with UK firm nDreams. Their recent resume includes a lot of Playstation Home dancing avatar stuff which probably isn't going to blow anyone's narrative socks off, but their extended background covers ARGs, as well as a large portion of Eidos' back catalogue in the form of ex-Creative Director and nDreams studio founder Patrick O'Luanaigh. The project we're working on is a first-person virtual reality adventure, and it's the studio's first foray into what I guess I'd call traditional games development. It's by far the most commercial project I've worked on since, I don't know, something that didn't get published, probably, but that's something I've found time to enjoy. As with most of my games, I don't know if this one will get ripped to shreds or not, but for once it won't be because it's too pretentious, or too cold and academic. In this one I get to show off some dialogue skill, develop a more traditional, emotional, present tense narrative, and that's a surprisingly rare challenge that I rather relish. I also feel more like a real writer when I'm not just copy and pasting other people's philosophical ideas - and I promise you there's no room for treatises in this one.

Croteam's First-Person Puzzler
The second project is Croteam's new first-person puzzler, on which I'm leading narrative development in partnership with another indie writer, whose previous work I think everyone's going to be excited about. If you're into philosophy and video games, I have got for you the partnership of the century. In terms of what we're actually doing, we've both developed the overarching world design and (minimal) plotting, and then split characters between us. I lucked out and landed the interactive script. A word count scares me, but I expect I've turned out around half a novel's worth of dialog trees over recent months. It is without a shadow of a doubt by far the most complex interactive dialogue work I've done, and I can't think of anything quite like it in another mainstream game. I am excited to see what people make of it. Mass Effect this ain't.

I think since we informally announced the project some weeks ago there's been a bit of misinformation floating about as a result of some of the things I said, so just to clear up:
  • It's a first person puzzler
  • Visually this is recognizably a Croteam game
  • There is no shooting
  • This is not a comedy game, but you can bet I snuck a few dry jokes in there
  • If you enjoyed The Swapper I think you'll enjoy this
  • If you enjoyed Serious Sam I hope you'll enjoy this
  • I have rarely worked with a team as keen to help as Croteam
So that's that. More details as they emerge.

Any Other Business
In other news I completed my Philosophy MA at King's College, netted a Merit overall and a 70 in my dissertation, which I'm happy with, but which does mean I'm around 4% less intelligent than I was 10 years ago.

I've had some press coverage as well, so I may as well do a quick roundup of that:

And that's about it for now. I've got a number of discussions ongoing for new projects when these ones finish up over the next month or so, but as ever I'm keen to discuss anything cool. For what I think is cool, see the rest of this blog.

Hopefully next month I can follow all this up with some real details.

Questions, interview requests, offers etc - comments or email are waiting for your words.

Thanks for sticking with me despite the dearth of new content recently!

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