Meet the Writer: Dan

In this month’s blog, we chat with Dan, Advent’s writer. Dan creates the dialogue that weaves the grand story of Advent through the Visual Novel scenes that begin and end each chapter, as well as short-form character dialogue, like what a chapter boss will say before entering combat, or when a character’s HP tragically drops to zero! For some bonus loot, we reveal the concept art for a new character!

What is your background in writing?

I got my Master’s in English, as well as a Bachelor’s in Professional and Technical Communication; though, what is more relevant would be to say I’ve been writing fiction since I was a child starting waaaay back with a simple Starcraft fan fiction. In college I took every creative writing course I could, and got into tabletop gaming. From there I’ve pursued writing in that industry, contributing to D&D or universal supplements. Most recently, I wrote a tabletop roleplaying game called Beneath Twisted Earth currently available on itch.io. 

How did you get involved with the Advent project?

Ever since I was a child I wanted to make video games. (I used to keep a notebook of my many ideas, lol.) Unfortunately, when I went to college game development programs were still finding their footing. So life took me a different route. A couple years back I realized just how many indie game projects are out there, and how many needed talented people. I decided to look for a project that needed a writer. So I found a subreddit for linking up talent with game projects and posted a portfolio. I had a couple of project leads reach out, and Advent sounded the most promising. I am already a fan of strategy RPGs like Final Fantasy Tactics, and Fire Emblem so I couldn’t pass up the chance to write for a project in their same vein.

What’s the writing process like for the Advent scripts?

Well, I’ve talked with Doug a lot about the setting and the characters doing my best to get to know what the vision is. We’ve also discussed the main beats of the plot so I could look for opportunities to foreshadow and build on each of the character’s arcs. (Because of this, I’m really glad that the game is looking to tell each character’s story not just forward, but backwards as well). From there, we look at each chapter. Doug lays out the goals for a chapter, we discuss possibilities, and I get drafting. From there, we’ll keep an open conversation throughout, tweaking scenes, and lines, always while keeping the main plot in mind.

Has anything been unique for the development of visual novel scenes compared to traditional writing? 

Something that is very different about script writing is your lack of control of the visuals of the scene. In traditional, prose writing, you’re able to craft the visuals of what occurs through your descriptions. That’s something I tend to lean into heavily in my short story writing. I focus not just on what the characters say and do, but what everything looks like. I try to build a scene that can live in a mind’s eye, not just say what the characters do. I’m less able to do that in visual novel scripts. Sure I’m able to include basic descriptions of the setting, or small actions, but those are really at the mercy of the programmers and map artists. If they can’t do it I can’t have it. So, instead, I’ve had to focus my energy on showing the character’s emotions through verbal mannerisms. While players will see this immediately with the protagonist, Elira, I think a much more nuanced case is that of her mentor, Yumeru. Players who get to know him over the course of the game and pay attention to his choice of words should be able to pick up on what he’s feeling and thinking in what he’s not saying. Granted, they might not realize it until a second playthrough, lol.

Who or what would you consider to be your influences or inspirations for your style? Has that changed over time? 

For my prose style, I would say I’m inspired by the writings of HP Lovecraft and Frank Herbert, not always so much content, but in their prose. For the visual novels, I can’t say I try to emulate any script writers, but perhaps it would be fair to call out Yasumi Matsuno. I hope that in the end my scripts can help convey the depth of Advent’s world like he does in his games.

Do you have any favorite games? Especially those you liked for their writing? 

Two of my favorite games that also happen to have outstanding stories are Xenogears and Starcraft. Both have outstanding stories that span thousands of years. Naturally, much of the Final Fantasy series–VI, X and XIV being my personal favorites. Oh, and of course the first three Suikoden games! 

Do you have any advice for someone who would like to work on game writing? Any resources you could point to? 

The best advice I could give any creative is that your only real obstacle between being an artist in your chosen medium and not is yourself. We live in a wonderful age where it’s never been easier to make art, share it with the world (usually for free), and to link up with like-minded artists to make your dreams come true. Don’t worry about things like experience, or reputation. If you want to write for video games or any other medium, just start. It doesn’t have to be good, hell, it doesn’t even have to be for a finished game. The more you do, the more practice you have, and if you share it you’ll never know who will see you. You may find a fortunate email of a fellow artist reaching out to collaborate, or you may just find your personal project inspiring someone else. Start a blog, or a tumblr, or a youtube, and start sharing what you do, even if it’s just personal projects. 

Now since I mentioned it earlier, I feel I would be remiss not to share the subreddit I posted my classified for projects. If you would like to try what I did, prepare a portfolio of some of your work, then create a post on r/gameDevClassifieds with a statement on your experience, interests, and goals. Naturally, if you do receive any offers, be sure to do your homework. Research going rates for your craft, and negotiate compensation that would be fair for you for the work you’re being asked to do. If you’re not sure what’s fair, or are having trouble finding answers, there are plenty of communities online where others have asked the same questions you have.

Any other cool projects you’re working on?

Oop, jumped the gun on that one! Yes, so I already mentioned my TTRPG, Beneath Twisted Earth. It is a dystopian mech TTRPGthat takes place in a future where humanity’s descendents live in a network of great arks underground and blatantly evil megacorporations battle for control. Think, one part Armored Core, one part Cyberpunk, and one part Najica and the Valley of the Wind. The free version of the game is currently available on itch.io at https://cloudshore.itch.io/beneath-twisted-earth with the premium versions of the game expected to be released this summer. I’m also currently working on its first expansion called Beneath Twisted Earth: Overdrive.

Who is your favorite Advent character? 

Definitely Juliette, with Yumeru as a close second. After that, I do have a soft spot for our heroine, Elira.

Bonus Loot: Concept Art!

(Doug here, dropping in to close out this month’s post!)

So Juliette is Dan’s favorite character, huh? Who the heck is that, you ask? Well, you’re in luck, as I’m here to give you a glimpse at her concept art! Most of our work so far has focused on the game’s Reaper party, initially consisting of Elira, Yumeru, and Darius. However, Juliette is a young and excitable Royal Knight that supports the Angel party! As development continues, you’ll see and hear more about the Angel party characters that offer a different perspective of the game’s events! Please enjoy this first unveiling of a new character!

Concept Art for the Royal Knight, Juliette (Artwork by @ianmorpol)

In next month’s blog, we’re planning to go over some development updates as well as our time at the Enoch Pratt Indie Fest in Baltimore! Please look forward to it!

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