Ian gave a talk at VRSW in Cardiff a couple of months ago on our experiences of storytelling in VR. He’s put his conclusions into a blog post – take a look here for hints and tips on making the player feel part of your world, and on telling stories that aren’t simply passive experiences.
Excellent news! Cash DeCuir is joining Talespinners! Cash has worked for us in the past as a freelancer on titles such as Catastronauts, and we’re very pleased he’s agreed to become part of our co-operative. He’s honed his writing and design skills at Failbetter Games, where he was lead writer on Fallen London, and worked […]
Can you deal with unrelenting disaster and hold your ship together long enough to destroy the enemy invaders? Repair systems, extinguish fires, arm the torpedoes, avoid deadly solar flares, destroy your friends and clone them back again; it's all in the life of a Catastronaut! Enlist today! FTL meets Overcooked? Welcome to Catastronauts! We've been [...]
We've joined UKIE, the UK Interactive Entertainment association. This is partly because we gain all sorts of benefits from joining, but also because we're very happy to support them. We've witnessed firsthand UKIE's excellent work in supporting UK developers, both in running events at home, but also at the excellent UK stand at GDC and [...]
We’ve been nominated for a Develop Award! We’re on the shortlist for 2018’s Creative Outsourcer (Visual + Development). We’re very pleased about this, and can’t wait for Develop itself. Congratulations to all the awards nominees, and our fellow nominees in the same category. You can see all the awards shortlists here.
We're grateful to have been involved with the production of Sarepta Studio's new title My Child Lebensborn. The game is an exploration of the children left behind after war, with enemy soldiers as fathers. It's a mobile game about emotional survival which casts you in the role of a parent having to care for such [...]
Giles has recently completed a short contract with Eidos Montréal, writing on an exciting project and — well, that’s as much as we can say about that for now! We work with all sizes of games company, from small indie to large AAA. We’ll be at EGX Rezzed this week, which runs from 13-15 April in […]
Talespinners quickly grasped our concept and were immediately able to work it into a captivating and inspirational story. Whenever an issue with the narrative came up, Talespinners were always quick to respond and promptly came up with solutions.
Mostafa Hafez CEO, Instinct Games
When you develop a game, you need a great writing team, and that is where Talespinners are indispensable. They are able to take your ideas and create whole worlds with them. From the initial idea all the way to final delivery, I wouldn't trust any other wordsmiths.
Mark Drew CEO, Villainous Games
It was a pleasure working with Ian on The Bunker, he has an expert eye for game design detail and an incredible talent for bringing real humanity to storylines. His logic in game narrative structure is flawless and he brought an amazing attention to detail to The Bunker, providing layer after layer of storytelling, making the game richer and more immersive.
Allan Plenderleith Director, Splendy Games
Ian doesn’t just do the job you give him. He brings new ideas, new approaches and directions, and pulls, sculpts and batters your ideas until they look far shinier than they ever were - or would have been – without him. He is an excellent writer, coder, and logical mind that will help you and your project in far more ways than what is written on any contract or agreement.
Olly Bennett Managing Director, Cardboard Sword
Being just a two-person studio, working with Talespinners has been invaluable to us. From brief to delivery they're professional, friendly and punctual. It's reassuring to know that we can rely on them to create high-quality writing that adds an extra dimension to our game, allowing us to focus on the art and code.
Dave Miller Co-owner, Runner Duck Games
We had a rough and sprawling story and lore for The Exiled that organically developed over years of development. Ian came and turned that chaos into a structured and coherent document, in the course solving the many logical problems and inconsistencies that had developed. With tiny amounts oversight and feedback from our side he came up with an interesting lore and turned that lore into engaging words. Will work with him again on future projects.
Alexander Zacherl Managing Director / Game Director, Fairytale Distillery
What we achieved in a day really impressed us! Talespinners helped us to clarify and amplify our own ideas, bringing them into a clearer structure...We see the workshop and the document that summarises the results as a big success.
Lea Schönfelder Senior Game Designer, ustwo Games
Talespinners have been wonderful to work with; enthusiastic, imaginative, and organised. I thoroughly enjoyed our story meetings. They’ve delivered excellent dialogue and plenty of strong ideas that have lifted our narrative, and spotted story problems early that might have resulted in wasted work. Even if you have a good handle on your story, I would recommend bouncing your ideas off Talespinners – they’ll come back even better.
Chris Payne Managing Director, Quantum Soup
Decisively creative. Insightfully articulate. Committed to the craft. For example, Ian’s recent advice decisively reshaped our critical opening narrative moments to make them deeply affecting... [Talespinners] are consistently responsible, reliable, and efficient.
Luke Hughes Project Lead, Burden of Command
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