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Game Narrative Kaleidoscope Podcast
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Game Narrative Kaleidoscope Podcast

NewEpisode 38: Holly GramazioNovember 11, 2026
Episodes
39
Released
weekly
Latest episode
Nov 11, 2026

About the podcast

Join hosts Jon Ingold (inkle) and Sagar Beroshi (The Chinese Room) in conversation with authors from the Game Narrative Kaleidoscope, as they discuss all aspects of the craft of interactive writing and narrative design.

Find out more about the Kaleidoscope at inklestudios.com/kaleidoscope

Episodes 39

  1. Episode 38: Holly Gramazio

    Season 1 · Episode 38

    Over and Over Again We're joined by game creator, curator and bestselling novelist Holly Gramazio (Dicey Dungeons) to discuss the simple magic of doing more work than anyone might reasonably expect. How do we …

    Show notes

    Over and Over Again

    We're joined by game creator, curator and bestselling novelist Holly Gramazio (Dicey Dungeons) to discuss the simple magic of doing more work than anyone might reasonably expect. How do we find pleasure - and reward - in writing hundreds and hundreds of variations that a single player will never see? And how does the work fit into the wider context of writing for games?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  2. Episode 37: Kaitlin Tremblay

    Season 1 · Episode 37

    Unsilent Protagonist We're joined by narrative designer and writer Kaitlin Tremblay (Ambrosia Sky, A Mortician's Tale) to discuss writing for protagonists who talk to themselves. Games do this all the time; so …

    Show notes

    Unsilent Protagonist

    We're joined by narrative designer and writer Kaitlin Tremblay (Ambrosia Sky, A Mortician's Tale) to discuss writing for protagonists who talk to themselves. Games do this all the time; so how do we frame it to make it coherent, and maximise our opportunities for storytelling? With a lot of examples drawn from their most recent game, Kaitlin shows us how they approached writing character-first self-talk that carries the game's narrative.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  3. Episode 36: Chuck Jordan

    Season 1 · Episode 36

    In The Moment Telltale Games alumnus Chuck Jordan (The Curse of Monkey Island, Sam & Max) joins us to talk about strategies that can put the player into the dramatic moments of a game's story. How do we balance …

    Show notes

    In The Moment

    Telltale Games alumnus Chuck Jordan (The Curse of Monkey Island, Sam & Max) joins us to talk about strategies that can put the player into the dramatic moments of a game's story. How do we balance the need for agency, and the expectations of genre, when our focus is giving players a great moment they've been looking forward to, followed by another, and another...

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  4. Episode 35: Seva Khusid

    Season 1 · Episode 35

    Simulations, Questions, Dialogues Academic and game writer Seva Khusid (Harvest of Names) joins us to talk about the balance between what we simulate, and what we pass over to the player to simulate for us …

    Show notes

    Simulations, Questions, Dialogues

    Academic and game writer Seva Khusid (Harvest of Names) joins us to talk about the balance between what we simulate, and what we pass over to the player to simulate for us. Does narrative work best when it's outside of the system? How do we balance understanding the system of a game, and being in it? And are all games, ultimately, destroyed by us trying to break the fourth wall and master the underlying code?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  5. Episode 34: Alex Epstein

    Season 1 · Episode 34

    Translucent Lies and other "Dirty Narrative" Techniques Narrative designer and screenwriter Alex Epstein (We Happy Few, South of Midnight) about gaps, lies and narrative tricks that make our worlds feel bigger …

    Show notes

    Translucent Lies and other "Dirty Narrative" Techniques

    Narrative designer and screenwriter Alex Epstein (We Happy Few, South of Midnight) about gaps, lies and narrative tricks that make our worlds feel bigger than they are - especially other characters who lie. How do make players feel safe, if no one in the world can be trusted. How do we teach players to read between the lines when characters are lying?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  6. Episode 33: Bertine van Hövell

    Season 1 · Episode 33

    Biographies: The Quick and Dirty Way Bertine van Hövell (Old Skies, Stellaris) talks to us about creating characters for LARPs by creating their biographies. How can adding a contradiction to a person's …

    Show notes

    Biographies: The Quick and Dirty Way

    Bertine van Hövell (Old Skies, Stellaris) talks to us about creating characters for LARPs by creating their biographies. How can adding a contradiction to a person's backstory spice up a character and give a steer on roleplaying that character? And how do we bring that idea over into a computer game, where the player has no one to judge or feed off their performance?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  7. Episode 32: Julia Minamata

    Season 1 · Episode 32

    Why I Love Text Parsers We talk with Julia Minamata (The Crimson Diamond) about the joys of implementing a text parser-based game in the 2020s - but also about creativity as a process and craft as hard-work …

    Show notes

    Why I Love Text Parsers

    We talk with Julia Minamata (The Crimson Diamond) about the joys of implementing a text parser-based game in the 2020s - but also about creativity as a process and craft as hard-work with no shortcuts. How do we find our way through a project when we don't know where we're headed? And how do we welcome players into a game that's unlike anything they've played before?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  8. Episode 31: Josh Labelle

    Season 1 · Episode 31

    Set-ups, Attempts, Complications and Pay-Offs We're joined by Josh Labelle (Disney Dreamlight Valley, Kim Kardashian's Hollywood) to talk about the bare bones of what makes a story - and how that plays out over …

    Show notes

    Set-ups, Attempts, Complications and Pay-Offs

    We're joined by Josh Labelle (Disney Dreamlight Valley, Kim Kardashian's Hollywood) to talk about the bare bones of what makes a story - and how that plays out over episodes and seasons of a live-service game with a hugely invested fanbase. How much do we play to expectations, and how much do we play against them? And how do we tell when a story is hooky enough to feel satisfying at the end?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  9. Episode 30: Pedro Giglio

    Season 1 · Episode 30

    Blending In by Standing Out Pedro Giglio (Town of Zoz, Cobra Kai 2) joins us to talk about bringing local detail to a global market. How do we adjust our material to make sure it connects with people from …

    Show notes

    Blending In by Standing Out

    Pedro Giglio (Town of Zoz, Cobra Kai 2) joins us to talk about bringing local detail to a global market. How do we adjust our material to make sure it connects with people from different cultures? And how do we broaden the audience's understanding of the world without being seen as being worthy? We chew over the balance of humour and specificity that lets us go big, broad and scrappy, while treating sources with respect.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  10. Episode 29: Adriana Jacobs

    Season 1 · Episode 29

    Poems Make Games Better Adriana X. Jacobs is an Associate Professor of Hebrew Literature, and also a game writer and designer. This week she talks to us about the use of poetry in games: the use of text and …

    Show notes

    Poems Make Games Better

    Adriana X. Jacobs is an Associate Professor of Hebrew Literature, and also a game writer and designer. This week she talks to us about the use of poetry in games: the use of text and spoken performance to slow the player down and draw them deeper into the world of the game, in a way that more immediate world-building can't always achieve. But does it need to appeal to everyone to be worthwhile?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  11. Episode 28: Josh Boykin

    Season 1 · Episode 28

    Choose Yourself We're joined by Josh Boykin (Lancer Tactics) to talk about how we bring ourselves into the work that we do - especially in a world full of injustice and very real political risk. How does being …

    Show notes

    Choose Yourself

    We're joined by Josh Boykin (Lancer Tactics) to talk about how we bring ourselves into the work that we do - especially in a world full of injustice and very real political risk. How does being vunerable lead us to tell better stories? And how do we make sure we stay on the right narrative path when faced with so many conflicting goals and pressures?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  12. Episode 27: Emma Kidwell

    Season 1 · Episode 27

    Your AAA game should be more mundane We're joined by Emma Kidwell (Civilisation VII, Midnight Suns) to discuss the quieter, mundane moments that make a blockbuster game sing, by bringing out the humanity of the …

    Show notes

    Your AAA game should be more mundane

    We're joined by Emma Kidwell (Civilisation VII, Midnight Suns) to discuss the quieter, mundane moments that make a blockbuster game sing, by bringing out the humanity of the characters and realities of their world. How do we structure the story to allow for these moments? And how important is the player's choice of whether or not to engage?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  13. Episode 26: Graham Walmsley

    Season 1 · Episode 26

    Let’s make an 80 Days tabletop roleplaying game We're joined by TTRPG designer Graham Walmsley (Cthulu Dark, Cosmic Dark) to discuss his approaches to creating table-top games. How do we create a coherent world …

    Show notes

    Let’s make an 80 Days tabletop roleplaying game

    We're joined by TTRPG designer Graham Walmsley (Cthulu Dark, Cosmic Dark) to discuss his approaches to creating table-top games. How do we create a coherent world when don't have control? How do we know when our mechanics are working?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  14. Episode 25: Jill Scharr

    Season 1 · Episode 25

    You're Not a Bad Writer, You Just Don't Get the Assignment When writers join a project, they're not always fully aligned with that project's tone and style - sometimes, it hasn't even been defined yet. Today we …

    Show notes

    You're Not a Bad Writer, You Just Don't Get the Assignment

    When writers join a project, they're not always fully aligned with that project's tone and style - sometimes, it hasn't even been defined yet. Today we talk with Jill Scharr (Destiny 2, The Lamplighters League) about that crucial process of getting aligned with the game, the vision and the team. How do we promote good on-boarding for new writers? How do we, as writers, explore concepts to find the style that's right for the game? And what do we do when this process is difficult, or isn't working?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  15. Episode 24: Pietro Polsinelli

    Season 1 · Episode 24

    A Simple Pawn A wide-ranging and fascinating conversation with writer and narrative designer Pietro Polsinelli (Football Drama, Becoming Saint) about writing games embedded in history, developing from the theme …

    Show notes

    A Simple Pawn

    A wide-ranging and fascinating conversation with writer and narrative designer Pietro Polsinelli (Football Drama, Becoming Saint) about writing games embedded in history, developing from the theme outwards, the importance of testing, and lessons that games writers can take into wider artistic contexts.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  16. Episode 23: Philippa Warr

    Season 1 · Episode 23

    Localisation, Localisation, Localisation Philippa Warr (Little Kitty, Big City, A Monster's Expedition) joins us to talk about the process of localisation. Can digging into your script in immense detail make …

    Show notes

    Localisation, Localisation, Localisation

    Philippa Warr (Little Kitty, Big City, A Monster's Expedition) joins us to talk about the process of localisation. Can digging into your script in immense detail make you a better writer? And how intentional do we need to be to cross the cultural divides?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  17. Episode 22: Anna C. Webster

    Season 1 · Episode 22

    "Tell Me More About That": Writing Characters Using a Devised Theater Approach We're joined by freelance writer Anna C. Webster (Echoes of Wisdom, Bloodlines 2) about using theatre techniques to bring your …

    Show notes

    "Tell Me More About That": Writing Characters Using a Devised Theater Approach

    We're joined by freelance writer Anna C. Webster (Echoes of Wisdom, Bloodlines 2) about using theatre techniques to bring your characters to life. How much can we let characters drive the writing themselves? And how do we extend this approach to cover wider casts and variable production environments?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  18. Episode 21: Nessa Cannon

    Season 1 · Episode 21

    Make Something Insane: A Guide To Short Twines Nessa Cannon (Borderlands 4, Endoparasitic) joins us to explain how making fast, scrappy Twine games quickly and intuitively can develop your portfolio as well as …

    Show notes

    Make Something Insane: A Guide To Short Twines

    Nessa Cannon (Borderlands 4, Endoparasitic) joins us to explain how making fast, scrappy Twine games quickly and intuitively can develop your portfolio as well as developing your core skills and confidence as a writer. What can we learn by doing things fast?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  19. Episode 20: Kevin VanOrd

    Season 1 · Episode 20

    Two Tips for Better Dialogues We're joined by Kevin VanOrd (Baldur's Gate 3, Divinity: Original Sin 2), who tells us about his approaches to writing interactive conversations that keep the player involved at …

    Show notes

    Two Tips for Better Dialogues

    We're joined by Kevin VanOrd (Baldur's Gate 3, Divinity: Original Sin 2), who tells us about his approaches to writing interactive conversations that keep the player involved at every step. How can a choice point keep the momentum going?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  20. Episode 19: Deborah D'Antonio L.B. Almeida

    Season 1 · Episode 19

    On the Purpose of Choices, and What Keeps Players Engaged We're joined by Deborah D'Antonio L.B. Almeida (SideQuest Vol 1, Drintera) to talk about writing and designing choices for the most interesting player …

    Show notes

    On the Purpose of Choices, and What Keeps Players Engaged

    We're joined by Deborah D'Antonio L.B. Almeida (SideQuest Vol 1, Drintera) to talk about writing and designing choices for the most interesting player experience, and the benefits of using a very structure-first approach to write for games.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  21. Episode 18: Konstantinos Dimopoulos

    Season 1 · Episode 18

    On Entering Cities (In Interesting and Memorable Ways) Konstantinos Dimopoulos (Zero Parades) is a game urbanist who designs cities for games. How do we bring big urban spaces to life? How do we make the best …

    Show notes

    On Entering Cities (In Interesting and Memorable Ways)

    Konstantinos Dimopoulos (Zero Parades) is a game urbanist who designs cities for games. How do we bring big urban spaces to life? How do we make the best introductions to these spaces? And should we be thinking more about different ways of presenting them?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  22. Episode 17: Anthony Jauneaud

    Season 1 · Episode 17

    Silence! We talk to Anthony Jauneaud (Night Call, Flat Eye) about the value of silence in conversations. How do encourage players to hold back, and let the other characters do the talking? We discuss how to …

    Show notes

    Silence!

    We talk to Anthony Jauneaud (Night Call, Flat Eye) about the value of silence in conversations. How do encourage players to hold back, and let the other characters do the talking? We discuss how to make stories more dramatic by doing less, and why every game should have a Greek chorus.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  23. Episode 16: Raquel de Miranda

    Season 1 · Episode 16

    Economy and Commerce as Narrative Tools Narrative designer Raquel de Miranda (Banishers: Ghosts of New Eden) joins us to outline ways to use the economy of the world to drive a game's narrative. What's valuable …

    Show notes

    Economy and Commerce as Narrative Tools

    Narrative designer Raquel de Miranda (Banishers: Ghosts of New Eden) joins us to outline ways to use the economy of the world to drive a game's narrative. What's valuable is a core part of your world, but can it also respond to what the player does? And how would this slot into a bigger open-world game - or a tighter, story-driven one?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  24. Episode 15: Eric Stirpe

    Season 1 · Episode 15

    'I don't wanna put my lips on that:' An Ode to Adventure Game Protagonists We're joined by Eric Stirpe (Fortnite, Minecraft: Story Mode) about adventure game protagonists with minds of their own. What role does …

    Show notes

    'I don't wanna put my lips on that:' An Ode to Adventure Game Protagonists

    We're joined by Eric Stirpe (Fortnite, Minecraft: Story Mode) about adventure game protagonists with minds of their own. What role does the player take if the protagonist's character is already defined? And does putting distance between player and protagonist allow us to have more immoral and complex characters?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  25. Episode 14: Anna Megill

    Season 1 · Episode 14

    Leave Nothing on the Table Veteran games writer Anna Megill (Control, Guild Wars 2) joins us to talk about coherent storytelling using every part of the game dev team. How do we, as writers, get other creatives …

    Show notes

    Leave Nothing on the Table

    Veteran games writer Anna Megill (Control, Guild Wars 2) joins us to talk about coherent storytelling using every part of the game dev team. How do we, as writers, get other creatives invested in the story? How do we integrate diverse ideas, and make sure people feel ownership? And how far can we push the boundaries of how we tell our stories?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  26. Episode 13: Pete Stewart

    Season 1 · Episode 13

    The Bricks & The Gaps: What We Do & Don't Need When Building Worlds We talk with Total War and Star Wars: Jedi Survivor writer Pete Stewart about how to build worlds that leave the player with questions, even …

    Show notes

    The Bricks & The Gaps: What We Do & Don't Need When Building Worlds

    We talk with Total War and Star Wars: Jedi Survivor writer Pete Stewart about how to build worlds that leave the player with questions, even inside the walls of enormous franchises - or of history itself.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  27. Episode 12: Ed Stern

    Season 1 · Episode 12

    The Tina Fey Hat Problem We talk to Ed Stern (Brink) about the power and problems of understatement in games. We discuss how to leave room for nuance, surprise and - best of all - deception, with examples drawn …

    Show notes

    The Tina Fey Hat Problem

    We talk to Ed Stern (Brink) about the power and problems of understatement in games. We discuss how to leave room for nuance, surprise and - best of all - deception, with examples drawn from stage magic, theatrics, and the limits and triumphs of cinema. How do we tell the tightest version of our story?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  28. Episode 11: Taage Storey

    Season 1 · Episode 11

    Is It Relatable? Is It Sublime? We're joined by actor turned narrative designer Taage Storey (Choices) to discuss the relatable and the submlime in games writing. How do produce content that's entertaining …

    Show notes

    Is It Relatable? Is It Sublime?

    We're joined by actor turned narrative designer Taage Storey (Choices) to discuss the relatable and the submlime in games writing. How do produce content that's entertaining, while satisfying the need to be art? Drawing on writing for romance, theatre and mass-market interactive fiction, this is a fascinating discussion on how tone and content don't always go hand in hand, and how conflict is sometimes the wrong lens for drama.

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  29. Episode 10: Giles Armstrong

    Season 1 · Episode 10

    The 'Grenade!' Paradox: Writing Better Barks We talk to Giles Armstrong (Assassin's Creed: Mirage, Helldivers II, and many other games) about the art and craft of writing barks that express character and …

    Show notes

    The 'Grenade!' Paradox: Writing Better Barks

    We talk to Giles Armstrong (Assassin's Creed: Mirage, Helldivers II, and many other games) about the art and craft of writing barks that express character and world-building as richly as possible without overloading the script. How much can we do with the shortest, most disposable bits of writing in a game project?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

  30. Episode 9: Jill Murray

    Season 1 · Episode 9

    Perfectionists Hate This One Simple Trick We talk with Jill Murray (Shadow of the Tomb Raider, Subnautica: Below Zero, Assassin’s Creed: Liberation) about how she gets things finished. If you write for your …

    Show notes

    Perfectionists Hate This One Simple Trick

    We talk with Jill Murray (Shadow of the Tomb Raider, Subnautica: Below Zero, Assassin’s Creed: Liberation) about how she gets things finished. If you write for your ideal audience member, can you manifest them? And how do you know when a project is nearing completion anyway?

    For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/

    Music by Laurence Chapman (https://www.laurencechapman.com/)

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