
How do games go from concept to shrink wrap? The following radio play was written to illustrate the process.
ACT 1: The Idea
Background sounds of a recognizable FPS–Call of Duty or Halo, turned up way too loud.
TRENT: Oh, fuck, man, I totally pwned you, dude!
TYLER: Head shot! Head shot! Eat lead, muthafucka!
TRENT: Dude, that dude was totally on your own team.
TYLER: Awesome.
Sound of a cat meowing.
TRENT: Yo, cat…want to go for a ride?
Sound of dog barking and cat screeching.
TYLER: What the fuck, dude. You threw my cat on the dog.
TRENT: (laughing hysterically) Dude, that cat fucking pwned!
TYLER: (laughing also) Good thing the dog didn’t have, like, a BFG or the cat would have been fucking toast.
TRENT: Dude! Dude! That is a totally awesome idea for a game, man!
TYLER: What is?
TRENT: You know…like, a fucking animal shooter.
TYLER: That’s fucked up, dude. I don’t want to shoot animals.
TRENT: No, dude. Don’t be an asswipe. I mean like, a game where like the animals shoot each other and shit.
TYLER: Oh, dude…that’s awesome. (with growing excitement) And like the cats could shoot beams of energy out their eyes and like the rhinos could have cannons in their horns…
TRENT: Yeah, dude. And like, the dog’s fleas could like jump off and attack!
TYLER: We have so totally got to make this game, dude.
TRENT: (already losing interest, going back to his game) Totally, dude.
TYLER: Totally. Whatever.
TRENT’S MOM: I’m leaving for work now. You boys behave yourselves.
TRENT: Whatever. Bye, mom.
TYLER: Hey, man, your Mom’s kinda hot.
TRENT: Gross, man. (sound of explosion) Booya!
Next time: Act 2–from Idea to Production