Telling Stories in a Digital Age – The Game Narrative Toolbox with Ann Lemay
An incredible privilege we’ve had in producing this film is interviewing a diverse array of individuals from space station commanders to science fiction writers. Each of them is a larger-than-life personality and has contributed something amazing to our film that has helped us tell our story. Outside of their participation in Chasing Atlantis, our interviewees are contributors in their own fields and it is important for us to keep tabs on them and promote their endeavours just as they have supported ours.
To that end, we wanted to share a new work by one of our most influential interviewees, Ann Lemay, a writer at BioWare studios in Montréal. Ann worked on my favorite video game series of all time, Mass Effect, and is currently writing for the newly announced Mass Effect: Andromeda. Ann’s discussion of narrative design for video game writing and science fiction really shaped the way that we are developing the narrative for our film. In her new work, a book she has co-authored entitled the “The Game Narrative Toolbox”, Ann explores the role a narrative designer plays on a development team to write video game player-centered stories, dialogue trees, and interactive vs cinematic segments of narrative. The book also includes exercises to hone your writing skills, as well as tips for applying for jobs within the industry or creating independent projects. If you ever thought of getting into the game industry as a story writer, this would be the place to start.
Below is a segment from our interview with Ann where she discusses the role of science-fiction in exploring our own sense of belonging in the universe; a theme which has become central in Chasing Atlantis.
Congratulations on the book release and on the upcoming Mass Effect: Andromeda, Ann!