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Posts tagged ‘narrative’

New Season. New Game. New Site!!!

September 16, 2016

brookeburgess

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It’s a new dawn

It’s a new day

It’s a new life for me

And I’m feelin’ Good.

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The old BB.com is taking a bow, and a young upstart is stepping into the spotlight…

Clear your caches, refresh your browsers, and feast your eyes and ears on it…

Because a new website is here!

If you’re an oldschool follower, the techno-shamans will transfer you soon.¬†Goat sacrifices may or may not be necessary.

Look for the spiffy SUBSCRIBE pop-up ‚ÄĒ your email automatically enters you into random prize draws.

Have fun, and be sure to scope all the new posts, projects, vids, and other sweet surprises.

Thanks for sticking with me.

xwnxcdv

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On Napster, the Creative Class, and the Future of FREE…

April 29, 2015

brookeburgess

(Note: listen to this featured chapter sample first and then, if you smell what we’re cooking, read on for the related transmedia insights)

Dear Friends, Fans, and Feline-aficionados,

I was catching up on eps of Silicon Valley the other day. I¬†love¬†the show. My tech and venture capital pals assure me that the¬†portrayal is pretty much an accurate one. And, as I watched the latest, I was reminded of something I used to ponder often. ¬†Specifically, when the douchey, monied bro’ below spouted the following:

‘I put Radio…on the Internet.’

Yes. That happened. And not just on the show.

Napster changed¬†everything. But was it for the ‘better’?¬†I can’t help but feel some days that they were singlehandedly responsible for planting the grotesque, rarely-before-thought perception in the minds of a generation of consumers — that they hand-birthed the reality where music (and, by association, nearly ALL creative output) should be free.

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CASE STUDY: Of Games and (going with your) Guts

January 12, 2015

brookeburgess

(by Brooke Burgess)

Happy New Year, kittens and cats! ¬†With 2015 well underway, I find myself shifting gears out of (fiscal) necessity. It happens. The Beast must be fed, and those games and gadgets and goodies aren’t gonna buy themselves, right? Pity.

Most of us don’t have the luxury of making the things we¬†want¬†to make most the time. Instead, our stars tend to align in service of other masters. ¬†That’s where the term ‘service work’ comes from — it’s your focus and sweat, in varying measures of¬†servitude. So all you can do is cross your fingers, twiddle your rosaries, and pray for decent pay, benevolent bosses, and a pinch of artistic satisfaction after the dice are rolled.¬†I’ve just been lucky to get a few more sevens than snake-eyes.

Somehow — whilst chiseling away at the narrative marble to carve out screenplays, a book, a few comics (animated and otherwise), and potentially cool stuff that never saw the light of day —¬†I’ve been able to fashion a (nearly) functional balance between passion projects and rewarding contracts. Writing and narrative design. Animation. Interactive stuff. You can even scope some of it here.

And I’m about to start work on another one, helmed by one of my fav’ game industry pals. We first collaborated on a pretty cool Japanese co-produced PS2 launch game. This¬†was easily one of the most rewarding and educational experiences of my professional life; the scope was massive, the timeline tight, and the team endlessly ambitious. 15 years on, and things have come full circle in many ways.¬†Colour me optimistic.

 

But it doesn’t always work out so smoothly. In fact, it wasn’t too long ago that I swore I’d never work on a game contract again.

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