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Five Years Ago This Week, the Dreamslippers Series Was Born

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As founder of Brunette Games, I came to form this narrative design and game writing studio with nearly a decade of experience in the game industry. But before the game industry claimed me, I'd racked up 15 years as a published journalist, short story writer, corporate history chronicler, and yes, even poet. That background is reflected in the Dreamslippers Series, a three-book saga (plus novella) about a family of psychic dreamers who solve crime using their ability to 'slip' into other people's dreams.

Solving crime that way is a lot tougher than you can imagine, as it's not like the culprit will dream of his guilt, pointing the erstwhile dreamslipper toward all of the clues. The matriarch of the family, Amazing Grace, supplements her sleeping skills with waking-life pursuits such as meditation and yoga. Young Cat McCormick, the hero of the inaugural book in the series, has an entirely different take. She bends and breaks the rules a bit, and she capitalizes on an emotional connection to solve a mystery involving a Midwestern, fundamentalist preacher and his (not-gay-at-all) right-hand man.

I released Cat in the Flock under my own imprint, Sky Harbor Press, in July 2014. It zipped up the Amazon sales charts, occupying the No. 1 spot in the Private Investigators category within the first year. It was praised by Kirkus Reviews, Midwest Book Review, Readers Lane, Book Fidelity, and countless other review sites, blogs, and institutions. I was contacted by a Hollywood producer about rights, and later, by more than one game studio interested in making an interactive version. Cat in the Flock won me my first IndieBRAG medallion, awarded to only the top 20 percent of independently published books. I would also be awarded the IndieBRAG for the other two books in the series.

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I wrote, published, and marketed Cat in the Flock all while working full-time as manager of the narrative design team at Big Fish Games. It was a lot to do around not-your-average day job. But I made it work, with the help of a very supportive husband and stepson, not to mention a crackerjack team of narrative designers and strategy guide writers at Big Fish, who helped me bring my traditionally 12-hour days down to a more reasonable balance.

Bolstered by the success of the first book, and full of more Dreamslippers stories to tell, I followed up with Framed and Burning. This second book in the series is set in Miami amidst the high-stakes art world, and its prescience can be seen in the Jeffrey Epstein case today. Cat and Grace follow the clues to a murder frame-up, which takes them into the Darknet and the powerful players behind a child pornography ring. 

Framed and Burning was a finalist for the prestigious Nancy Pearl Book Award, and it was also nominated for a RONE Award, in addition to winning the IndieBRAG.

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The third book in the series, Bound to the Truth, is in a lot of ways my best. It continues the series' sex-crime theme, but back in Seattle, with an informed, fair portrayal of the Emerald City's sex-positive community. Cat and her grandmother visit a sex toy shop and a sex dungeon in their quest to track down the killer of a prominent Seattle architect. It was my answer to the huge disappointment that is Fifty Shades of Gray.

The cover is my favorite of the series, too. All three covers were created by Toronto designer Monika Younger, who's also the genius behind our very own Brunette Games logo.

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After that, I went back and tackled Amazing Grace's origin story in a novella, Work of Light. It's only found in the ebook boxed set. Set in the past, when Grace first discovered her powers, it follows her to an ashram in the 60s, where she uncovers the guru's true nature.

I'm grateful to the many BETA readers who gave me feedback on drafts of the books. My BETA reader program was based on the process we use in the game industry, where player feedback can truly make or break a game. We writers and designers are far too close to the work to judge it subjectively, especially the further into the drafting (or development) process we get. My BETA readers put on their "cruel shoes" and gave it to me straight, and I revised to the best of my abilities. I think it shows in the higher-than-average quality for not just an indie but for publishing as a whole.

Also deserving of recognition is Elisa Mader, who edited and/or proofread the books. The high marks I get for being error-free are entirely to her credit. You might also know her from some of our Brunette Games projects, as she sometimes freelances for us as editor, writer, and designer of games. I've mentored Elisa for years and also hired her to our freelance stable at Big Fish.

Join me in celebrating this important milestone for a body of work that is very close to my heart. On that note, it's time for an important announcement:

In honor of the fifth anniversary of the Dreamslippers Series, the ebook boxed set of all three books plus the bonus novella is entirely FREE wherever ebooks are sold, except Amazon, where it's only 99 cents (that is the minimum price we are allowed to offer through Amazon). So please tell your friends. And thank you for your interest in Brunette Games.

Handy book links here.

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'Bound to the Truth' wins indieBRAG, Third in a Row for Author Lisa Brunette

The Woman Behind My Book Covers: Monika Younger

Why I Write What I Write: Going Against Violence Porn and Magic Mush

 


New Release! 'Sweet Escapes' for Redemption Games

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When Cookie Jam veteran Michael Witz approached me about helping out on the narrative for a sweet little game he'd been developing with his team at Redemption Games, I couldn't say no–just like the characters in this game can't turn down the tasty treats they're offered.

Sweet Escapes captured all of us here at Brunette Games with its cast of cute, quirky characters, getting our imaginations going at once. Adding conflict, mystery, and connection to the narrative, we wrote all 25,000 lines of dialogue–including an intro storyboard–and collaborated with the team on a few art changes as well to give the narrative more visual oomph. The result is a game that makes us truly proud.

Here's the official description:

Match and build a delicious bakery of your own in Sweet Escapes! Conquer sinfully sweet Match-3 puzzles to build and design a village of sugary shops, with each bakery specializing in a different decadent dessert. 

From fresh food and mouth-watering pastries to premium cookie delights, build your bakery to prepare and offer chocolate candy confections and specialty coffee drinks to your toon friends and customers.

Want more of a sugar rush? Blast through Match-3 puzzles to build your shops. Enjoy food and dessert-themed puzzles where matching the right candy pieces and combinations gets you a delicious victory!

Join JOY, a lovable rabbit and your dedicated assistant, on a tasty baking adventure. You can even meet her ever-growing crew of fun and hilarious animals.

Your animal friends are always there to help when you’re caught in a jam… unless the health and safety inspector has his way.

Resurrect a rundown bakery to world-renowned glory. Create a candy shop dedicated to every iteration of sugary, succulent sweets. Launch a high-end soda shop that takes the bubbly beverage to new dessert-themed heights. 

Start building a town, baking delicious sweets and have a sugar-filled blast with Match-3 puzzle games in Sweet Escapes!

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Sweet Escapes Features:

MATCHING PUZZLE GAMES

● Fun and enticing dessert-themed Match-3 puzzles.

● Find sweet, unique boosters and exploding puzzle combinations - an endless stream of indulgent fun and creativity!

● Match 3 - swap and match candy pieces to play!

● Stuck in a jam? Use power-ups to crush the puzzle!

BAKERY & TOWN BUILDING

● Design a virtual village of shops dedicated to delicious desserts.

● Redesign existing bakery & dessert shops and build new ones.

● You decide what each bakery looks like and what sweet desserts you want to make.

BAKING ADVENTURE

● Choose the mouth-watering items you want to make.

● Build the menu for your bakery – cookies, candy, pastries, and more!

● Offer special events to your customers. 

● Tend to the surrounding land while planting and harvesting fruits and herbs for your recipes.

ANIMAL TOON STORY

● Watch a crew of lovable animals rally together to help you build and run your bakery.

● Every animal friend has their own unique talent and passion for dessert!

● Crush the challenge of the kooky health and safety inspector with his unpredictable visits and ridiculous list of demands.

Start a baking, building, Match-3 puzzle adventure with Sweet Escapes! Download now!

You can download and play the game for free using any device.

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Once you've played the game, tell us what you think! Thanks for your interest in our work here at Brunette Games.

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Kuuhubb, Brunette Games Announce Development of New Game 'Tiles & Tales'

New Release: 'Lily's Garden' for Tactile Entertainment

New Release in Games: Matchington Mansion


Kuuhubb, Brunette Games Announce Development of New Game “Tiles & Tales”

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TORONTO, May 14, 2019 (GLOBE NEWSWIRE) -- Kuuhubb Inc. (the “Company” or “Kuuhubb”) (KUU.V) has announced the development of its new game “Tiles & Tales.” The game will blend casual match-3 play with digital storytelling, resulting in a unique combination of two highly successful genres. The project will mark the debut of Kuuhubb’s Helsinki studio and has a soft launch date anticipated for Q3 of this year.

The development team, located at Kuuhubb’s headquarters in Helsinki, Finland, consists of industry veterans originating from Rovio Entertainment, RedLynx, Armada Interactive and Koukoi Games, all of whom have extensive experience in developing casual free-to-play games. “Tiles & Tales” is partially funded with a non-dilutive, Finnish government loan of approximately €1M. 

“We are delighted to unveil our new Helsinki studio and showcase our in-house development capabilities,” commented Kuuhubb CEO, Jouni Keränen. “Story-based games are currently one of the truly big trends in female mobile gaming and are a perfect complement to Kuuhubb’s existing portfolio.”

Kuuhubb has also brought onto the project Brunette Games, a leading narrative design studio with special expertise in the visual novel genre. Brunette Games has designed and written four previous books for three other apps, including “Choices,” “Crime Stories,” and a standalone game, “Sender Unknown.” The team is also credited with the narratives for numerous chart-topping match-3 games, including “Matchington Mansion” and “Lily's Garden.” Studio owner Lisa Brunette, who brings to the project 25 years’ experience as a published novelist and journalist in addition to a decade-plus in game writing, will write one of the “Tiles & Tales” books. Three other books are currently in development.

“The team is aiming for another ground-breaking product and we’re certain that the combination of stories and match-3, the first game of its kind, will resonate with our audience,” stated Kuuhubb GM, Apps and Games, Kristoffer Rosberg.

Mobile puzzle games, a category which includes match-3, claimed 60 percent of the $8.1B market for casual games in the West last year. Industry analysts have concluded that story-based games and gameplay innovation, as well as smaller and more focused development teams, are two of the best ways to break into the top segments of the market, and “Tiles & Tales” is making use of both. Between the incorporation of visual novels with game-changing match-3 play techniques and the dedicated and agile team of experienced industry experts, “Tiles & Tales” is poised to impress players.

About Kuuhubb

Kuuhubb is a publicly listed mobile game development and publishing company, targeting the female audience with bespoke mobile gaming experiences. Our strategy is to become a top player in the underserved female mobile game space by identifying new lifestyle trends, partnering with select developers and consumer brands, and creating innovative mobile game apps for our user community to enjoy. Headquartered in Helsinki, Finland, Kuuhubb has a global presence with a strong focus on developing U.S. brand collaborations and Asian partnerships.

Cautionary Note Concerning Forward-Looking Information 

This press release contains forward-looking information. All statements, other than statements of historical fact, that address activities, events or developments that the Company believes, expects or anticipates will or may occur in the future (including, without limitation, statements relating to the potential success of the Tiles & Tales game, future revenue and products and the development and growth of the Company’s business) are forward-looking information. This forward-looking information reflects the current expectations or beliefs of the Company based on information currently available to the Company. Forward-looking information is subject to a number of risks and uncertainties that may cause the actual results of the Company to differ materially from those discussed in the forward-looking information, and even if such actual results are realized or substantially realized, there can be no assurance that they will have the expected consequences to, or effects on the Company. Factors that could cause actual results or events to differ materially from current expectations include, among other things, the possibility that results from the Tiles & Tales game will not be consistent with the Company’s expectations, risks related to the growth strategy of the Company, the possibility that results from the Company’s growth and development plans will not be consistent with the Company's expectations, the early stage of the Company's development, competition from companies in a number of industries, the ability of the Company to manage expansion and integrate acquisitions into its business, future business development of the Company and the other risks disclosed under the heading "Risk Factors" in the Company's annual information form dated November 8, 2018 filed on SEDAR at www.sedar.com. Forward-looking information speaks only as of the date on which it is provided and, except as may be required by applicable securities laws, the Company disclaims any intent or obligation to update any forward-looking information, whether as a result of new information, future events or results or otherwise. Although the Company believes that the assumptions inherent in the forward-looking information are reasonable, forward-looking information is not a guarantee of future performance and accordingly undue reliance should not be put on such information due to the inherent uncertainty therein.

For further information, please contact:

Kuuhubb Inc.

Jouni Keränen, CEO

jouni@kuuhubb.com

Bill Mitoulas, Investor Relations

bill@kuuhubb.com

Office: +1 (416) 479-9547

For local St. Louis, Missouri, press inquiries:

Brunette Games LLC

Lisa Brunette, Owner and Head Writer/Designer

Email Link

Anthony Valterra, Director of Business Development

Email Link

Office: (206) 713-9710

The photo accompanying this announcement is also available to download at http://www.globenewswire.com/NewsRoom/AttachmentNg/f6ef9989-2e3c-464f-aa30-b3b2930bba25


Announcing: Anthony Valterra's Heralded Return to Games

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It seems to be a truism here at Brunette Games that the only thing that's constant is change. In that spirit, I bring you another announcement: Anthony Valterra is joining the Brunette Games team. 

Anthony brings to the team more than 20 years' experience in brand and grant management. He has stewarded federal, state, and local grants of as much as $10M-plus, with a track record of success evident in above-average outcomes across his career. His game industry experience includes business management for Wizards of the Coast's Dungeons & Dragons and Avalon Hill lines. He was also the founder of Valar Project, publisher of role-playing game products. He primarily serves our client Robot Sea Monster Games as their director of client communications, as well as directing business for Brunette Games. Because if there's one thing Anthony has, it's direction.

What's incredibly cool about this announcement is that Anthony gets to return to games after a decade-long hiatus, in which he racked up all those wins as a grant manager. The two experiences together will make him formidable in any boss battle.

Of course, for those of you who know us, the other obviously cool thing here is that Anthony joining Brunette Games makes this a family business, as he is also my husband. We make an awesome team in so many other aspects of our lives together. We're pretty much unbeatable as the king and queen of games.

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Anthony gets SO MANY COMPLIMENTS on this sweatshirt. Seriously.

You can now find Anthony on our team page, but here are some questions I asked him to answer for you, by way of introduction.

Tell us about your experience in the game industry. You've done a lot of different things, and you're well-known in certain circles.

I've had the pleasure of working in both the traditional (board and dice) game industry and the electronic game industry. My very first job is one that most people in the game industry can relate to - working in a virtual sweatshop. I knew enough Photoshop to work on a production line for an interactive sports product. It was a contract gig with a very short deadline. In order to complete it, we had to hot-seat the work (one team would sleep while the other worked, and then we would trade places). We got the project done.

Two years later, I went in for an interview at Wizards of the Coast, and there, on my future boss's desk, was that same sports product. Life is funny that way. Years later, when I left Wizards of the Coast, I made an attempt at running my own companies - Valar Project and Portal East. Valar Project put out 2003's bestselling Dungeon & Dragons-compatible book. But Portal East made more money, by brokering print and manufacturing for game companies out of China. I then worked for a 3D-asset design studio called Lamplighter. Lamplighter created 3D characters and other assets for games, including assets for BioShock.

How have you applied your knowledge of game theory to the world of grant management?

I was quite surprised to find that there are a number of parallels between playing games and managing a grant. Both have a set of rules, sometimes very arcane, using unique terms and often written very poorly. Both have "win conditions" and assets or "meeples." And both require you to work and compete against other people who are also trying to use the rules to reach their win condition. And like the best modern games, the rules can change as you proceed. Frankly, running a grant can be quite maddening, if you don't see it as a game!

What excites you most about returning to the game industry?

The game industry is notorious for being a difficult environment. It suffers from social issues, financial issues, and political issues. And it is my first love. I played D&D as a kid, and the love of gaming has stayed with me my whole life. It may be a crazy world, but it is where I feel at home.

What do you see down the road for mobile game development?

There might be a brand new thing coming that I don’t know about, but if I were going to bet on something, it would be augmented reality. I think Pokemon: Go was an initial foray, and in the coming years, we will see some truly innovative, story-driven, augmented reality games.

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Please join me in welcoming Anthony to the Brunette Games team.


New Release: 'Lily's Garden' for Tactile Entertainment

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Last spring, I flew to Copenhagen for a whirlwind week of concept brainstorming with the top-notch team at Tactile Entertainment. The seeds of that work have now come to full fruition: Lily's Garden.

Here's the official game description:

Get your hands dirty in Lily’s Garden, our new FREE puzzle game! Help Lily restore her great-aunt’s garden to its former glory and rediscover her roots. Dig into a story full of twists and turns as Lily interacts with a cast of colorful characters. Plant the seed of romance with her handsome neighbor Luke, and keep her rake of an ex-boyfriend Blaine off her turf. Match and collect flowers in hundreds of unique puzzle levels to earn stars and grow your garden!

And the trailer:

While for business reasons I didn't stay on to write the game text for Tactile, I'm amazed by how much we accomplished in that whirlwind week, as is evident in the release version of the game.

What really impresses me about Tactile is that they prioritize both quality and emotional content in their games. Lily's Garden is only one example. What brought me out to Denmark last year despite a busy game studio and a full-time teaching gig was their dedication to the craft of game development, which you can see in their Bee Brilliant and Cookie Cats series of games. The team was terrific to work with, too, and if I have one regret about the insane 2018 I experienced in transitioning Brunette Games into a fully staffed studio, it's that I didn't get to see Lily's Garden all the way through to the launch finish line. But it's immensely satisfying to see the Brunette Games influence at work anyway. Even more satisfying is simply to play yet another awesome game from this talented team of Danes.

Here are some behind-the-scenes shots from my trip last spring. 

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Some of the Tactile gang in an after-work toast. The cozy, light-filled office definitely encourages folks to stick around...

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For most of the week, we were holed up in a conference room, brainstorming on a whiteboard. The great thing about this stage is that anything goes. The last thing you want to do when brainstorming is shut down any idea, no matter how seemingly nutty it is. You never know where something will take you.

I loved the views through the office windows. The light in Copenhagen, with the grey, wintry weather and combination of water, sky, and rain, reminded me a lot of Seattle.

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When Tactile first contacted me in early 2018, I played and fell in love with their Bee Brilliant games, getting serious heart eyes for the bee babies in the game. You can find plush toy versions of the BBs tucked in spots throughout the offices. Just typing this puts the bee baby theme song back in my head, in a good way.

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The other crush I developed on this one-week work trip was for Copenhagen itself. I sorely wished I'd had time to explore, but it was hard enough to sneak away during spring break from teaching. What I did see on my walks and bike rides left me wanting more.

The architecture is olde worlde magnificent. The city's recorded origins are in the 12th century, but archeologists have unearthed settlements dating as far back as 1020.

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As someone who's drawn to water but currently finds herself very much landlocked in the Midwest, I couldn't get enough of Nyhavn, a 17th-century waterfront that is one of the most picturesque I've ever seen.

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The citizens of Copenhagen are renowned for their embrace of the bicycle, with as many as 75% of city dwellers biking throughout the year as a form of transportation. One of my most memorable experiences was biking across town in the middle of snow flurries to meet with Tactile's CEO, Asbjoern Soendergaard. That's the moment I truly felt like a Dane.

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I hope one day to get to return to this incredibly captivating city. Until then, I'll play Lily's Garden, and remember my time at Tactile fondly. 

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