1/15
Week 1 of the story-editing series is live on my new newsletter.
It includes my full process, highlights, major insights, and raw, unfiltered daily notes from the 8.5 hours of editing I did.
A quick highlight from this week's process: 🧵
Week 1 of the story-editing series is live on my new newsletter.
It includes my full process, highlights, major insights, and raw, unfiltered daily notes from the 8.5 hours of editing I did.
A quick highlight from this week's process: 🧵
I'll break down an old story I wrote into chunks, mapping what each part does, why it exists, and its purpose.
Next, I'll rewrite it into its best form.
The goal: a professional level of polish.
Sound interesting? See you tomorrow!
I'll break down an old story I wrote into chunks, mapping what each part does, why it exists, and its purpose.
Next, I'll rewrite it into its best form.
The goal: a professional level of polish.
Sound interesting? See you tomorrow!
1/15
1/15
I wrote out my experiences with this.
I wrote out my experiences with this.
I’m Joey - writer/narrative designer who likes to dig deep into characters and ideas, dismantle them, and rebuild them stronger
Follow for deep dives into narrative design, character psychology, and honest reflections on my work
joeys-works.itch.io
I’m Joey - writer/narrative designer who likes to dig deep into characters and ideas, dismantle them, and rebuild them stronger
Follow for deep dives into narrative design, character psychology, and honest reflections on my work
joeys-works.itch.io
I'd recommend taking the time to write out a self-reflection, it really is helpful. For anything, not just game development.
I'd recommend taking the time to write out a self-reflection, it really is helpful. For anything, not just game development.
Before the jam even started, I learned more about team-building, communicating ideas, and self-doubt than I expected.
Devlog Part 1 of 3: Jam Preparation.
Before the jam even started, I learned more about team-building, communicating ideas, and self-doubt than I expected.
Devlog Part 1 of 3: Jam Preparation.
It's a time consuming process, I can be a perfectionist with this stuff, but it was worth it. It looks much better now, and I can finally say I'm happy with the presentation.
Post-mortem devlog next.
It's a time consuming process, I can be a perfectionist with this stuff, but it was worth it. It looks much better now, and I can finally say I'm happy with the presentation.
Post-mortem devlog next.
– Choose who gives you hints for endings
– More expressive sprites across scenes
But, some characters might not cooperate...
– Choose who gives you hints for endings
– More expressive sprites across scenes
But, some characters might not cooperate...
#spooktober #visualnovel
#spooktober #visualnovel
joeys-works.itch.io/the-forbidde...
#Spooktober #visualnovels #PsychologicalHorror
joeys-works.itch.io/the-forbidde...
#Spooktober #visualnovels #PsychologicalHorror
He takes a deep breath.
"I can't lose my nerve. If I leave this place without knowing what happened... no. Death would be better."
He takes a deep breath.
"I can't lose my nerve. If I leave this place without knowing what happened... no. Death would be better."
Will you find out what happened? Or, will you stay scared forever?
Will you find out what happened? Or, will you stay scared forever?
I’m Joey - writer of psychological/character-driven VNs.
My Spooktober Jam game (The Forbidden Cellar) releases 9/30!
Until then, I'm sharing snippets + behind-the-scenes.
Follow for updates.
itch: joey-works.itch.io
I’m Joey - writer of psychological/character-driven VNs.
My Spooktober Jam game (The Forbidden Cellar) releases 9/30!
Until then, I'm sharing snippets + behind-the-scenes.
Follow for updates.
itch: joey-works.itch.io