Olivia Wood is a video game writer, narrative designer, and editor, specializing in interactive narrative. She works for Failbetter Games in London, UK. Her credits include Sunless Skies (2019, writer, narrative designer and editor), Sunless Sea: Zubmariner (2016, writer, narrative designer and editor), Sunless Sea (2015, writer and editor), Fallen London (2009, writer, narrative designer and editor), Where the Water Tastes Like Wine (Dimbulb Games/Serenity Forge, 2018, contributing writer), The Mystery of Kalkomey Isle (Kalkomey, 2018, design consultant and editor), Cheaper than Therapy (sub-Q, 2019, writer, designer and developer), and Lethophobia (2016, writer and designer). Continue Reading
Jeffery Klaehn: What possibilities afforded by the contemporary gaming landscape most excite you? I’m thinking of technological developments and digital distribution platforms such as Steam (2003) and GOG (2008), which are still relatively “new” in relation to the history of digital games.
David Brevik: It’s an extremely exciting time to be a developer. Being able to create something and distribute it all around the world from your own home is amazing. But because it’s so easy, the market has been flooded with people doing just that. There are hundreds of games a day on mobile app stores, and 30+ games a day on Steam. There is so much content right now, it’s impossible to wade through all of the games. Continue Reading
Jeffery Klaehn: What led you to launch Graybeard Games?
David Brevik: After working at Gazillion as the CEO for several years, I wanted to get away from management and back into making games. When I was a kid I wanted to be a game maker, not run a business. So after I left, the goal was to create a company where I could get back to design and programming. Continue Reading