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Brunette Games Makes Final Round in PGC Awards

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We're thrilled to announce Brunette Games made it to the final voting round in PocketGamer Connect's Mobile Game Awards. We're up for the award in two categories:

  1. Best Service Provider - Please vote for us here!
  2. Game of the Year - This one is for the game we designed and wrote with the Jam City team for Netflix Games, Wild Things: Animal Adventures, which you can vote for here!

It's an honor to get the nomination for Best Service Provider, especially as we celebrate seven years in the industry. We've provided narrative, scriptwriting, and voice-over services to clients on 36 released games, many of them topping the app store charts and enjoyed by millions (billions?) of players worldwide.

Our clients range from super-small studios--literally just one guy in Shanghai, for example!--all the way up to major publishers like Jam City and studios backed by big names like Supercell. They all entrust us with the stories in their games, and for that we express our gratitude. We hope we've earned that trust over the years.

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Wild Things: Animal Adventures is a project very near and dear to our hearts. It began with a pre-pandemic, in-person kickoff--when our team was flown out to Jam City's Culver City headquarters--and continued for more than a year as we collaborated with Ryan Kaufman, Jam City's then-VP of narrative, Chris Tremmel, the veteran creative director (both now with PLAI LABS), and their talented teams. The nomination is well-deserved, and we look forward to seeing the title snag the win!

Here's the game in the latest Netflix sizzle trailer. Wish us luck! Voting closes April 6, and we'd love to get your click in our favor. Thank you.

 


A Lead and Two New C-Levels: Our 2023 Promotions

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Anthony Valterra, Lisa Brunette, and Dexter Woltman at the Riot Games office in St. Louis, back in 2019.

By Lisa Brunette

I’m thrilled to announce three promotions within our team this year. First is Dexter Woltman to a lead role, taking responsibility for our core creative crew. In this young industry, Dexter’s practically a veteran at this point, having completed his first Brunette Games assignment as a freelancer back in 2018, when he was simultaneously studying scriptwriting at Webster University. It’s been personally gratifying to have recognized Dexter’s potential in my game design classes and then watched him make a real name for himself as a game writer and narrative designer. He’s been integral to Brunette Games’ success.

In addition to that key promotion, Anthony Valterra is now chief operating officer. As my husband as well as my right hand, Anthony has been a terrific partner through this now seven-year indie adventure. We all continue to admire how well he wears various hats, whether that’s contract guru, payroll whiz, or creative consultant. We rely on his past experience in both brand and grant management, and we appreciate the color he brings to our table reads with his distinct character voices.

Lastly is my own move to chief executive officer. I’ve known faux “CEOs” at tiny startups who attempted to fill those shoes too early on, and mainly by default. But as the studio’s sole owner, I believed it was important to create a real career path for myself, and I wanted to earn that title––which I did, over seven years. While I never set out specifically to become a CEO, as I saw the opportunity to create and lead a dedicated team of interactive storytellers, I naturally advanced into it. My strategic vision for Brunette Games has held us in good stead as we’ve grown since 2016, having designed, written, and continued to support the narratives on 36 released client titles and counting, for some of the greatest studios in the industry, including the world’s best-known IPs.

Here’s a round-robin Q&A featuring those of us in new roles.

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Dexter Woltman, lead writer | designer. This pic prompted a teammate to say, "Remember us little people when your modeling career takes off."

Dexter Woltman, Lead Writer | Designer

What can clients expect from working with Brunette Games?

Clients can expect top-of-the-line service from industry professionals—both veterans with decades of experience and rising standouts with an exceptional knack for storytelling. With a focus on teamwork, we deliver quality narrative design with an always-fresh perspective. We work hard to ensure our clients are satisfied, and top-performing titles like Merge Mansion and Sweet Escapes showcase the utmost dedication we bring to a project.

What's one of your favorite stories in a TV show, movie, or book?

My favorite movie of the last year is “Everything Everywhere All at Once.” It's a satisfying, character-driven story that doesn't get lost in the shuffle of its multiverse hijinks. With powerful performances and top-notch writing, it mixes humor and emotion with spectacular set pieces. Ultimately, it's a story about acceptance—and I think we can all learn a little from it.

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COO Anthony Valterra, sporting a sweatshirt emblazoned with the classic brand he once managed at Wizards of the Coast.

Anthony Valterra, Chief Operating Officer (COO)

What's your favorite thing about working for Brunette Games?

Getting to see a game we have worked on find its audience and be appreciated. We’ve worked on a number of indie titles that performed above expectations. That is always very satisfying.

What does a perfect day look like for you?

A project completed, followed by a new project coming in. It is always a joy to see a project completed. And it is always exciting to see something new coming in the door!

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CEO Lisa Brunette, who started the whole thing.

Lisa Brunette, Chief Executive Officer (CEO)

What makes Brunette Games’ work so valuable to clients? 

Without expert narrative input at the concept stages, I don’t think Lily’s Garden and Matchington Mansion––two of our most well-known efforts––would have become the hits they are today. Our clients get a lot of bang for their buck working with us, and we don’t even charge royalties on any of these games, which earn millions of dollars a month.

What’s a surprising/interesting fact about you? 

I’ve been writing for 30+ years, and I was a journalist prior to finding a home in the game industry. I interviewed a lot of quirky characters, including the designer of the Batmobile! For that I got autographed photos of the car for my two brothers, who were both mechanics at the time.

Join me in congratulating Dexter and Anthony on the promotions, and a shout-out to our clients, who make our work––and their games––possible.


From Fanning to Planning: Dexter Woltman’s History with ‘Family Guy’

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Official ‘Family Guy’ artwork

By Dexter Woltman

In my time with Brunette Games, our team has had the exciting opportunity to work on two Family Guy titles for the well-known game publisher Jam City. One of which—Family Guy: The Quest for Stuff—still receives new content from us on a weekly basis! Written in collaboration with the writers of the hit TV show, Family Guy: The Quest for Stuff stays true to the show’s characters and often references its many iconic episodes. There’s a lot to unpack in Family Guy’s 21 seasons (and counting), and another writer may have felt the pressure of honoring a decades-long IP; but for me, it’s a dream-come-true. Long before I was a writer for the Family Guy games, I was a fan of the show.

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My coworkers say I have an encyclopedic knowledge of Family Guy. It feels like I’ve been watching all my life—and really, I have been! The show recently celebrated its 24th anniversary, making it almost as old as I am. In its latest season, the show surpassed 400 episodes. It’s a milestone achievement, and I’ve watched every installment! I grew up with Peter Griffin and his family’s wacky hijinks, even if the characters haven’t actually aged.

My familiarity with Family Guy started at a young age—too young of an age, some might say. Despite its crude humor, I’ve been tuning in since I was a kid. Sure, my mom tried to stop me from watching it until I was older, but I couldn’t resist youthful rebellion, and I snuck in the occasional episode or two on cable while she was at work. Once Family Guy dropped on streaming, it was game over for my mom. My sister and I watched each episode repeatedly, and we still find ourselves frequently quoting our favorite jokes.

Years later, I began studying scriptwriting at Webster University. I developed my skills writing film, TV, radio, plays, and—most importantly—games. At Webster, I met the one-and-only Lisa Brunette when I attended her course on narrative design. In one of my TV-writing courses, I was instructed to write an original episode for an established TV show. Naturally, I chose Family Guy.

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I wrote my own episode titled “The Curious Case of Peter Griffin.” Of course, my skills were less developed back then, and the episode doesn’t compare to the talented writing that comes from Fox. But it was my first attempt at capturing the characters’ voices, and it would later prove a valuable practice when our team was tasked with writing for the Family Guy mobile games. Classic character traits—like Peter’s distaste for his daughter, Meg—are all present.

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In “The Curious Case of Peter Griffin,” Peter Griffin becomes a child again, and his genius baby, Stewie, works to restore him to his proper age. It has plenty of hijinks, and it’s one of my favorite pieces of writing—even if I've kept it safely hidden away in the depths of my computer until now. It also highlights the differences between writing for television versus games when I tie in gameplay elements and focus on dialogue to convey jokes rather than the complex animations regularly found in the show.

As soon as I graduated, Lisa hired me on full-time. We got the opportunity from Jam City to work on their Family Guy titles, and knowing my extensive knowledge of the show, Lisa asked me to write scripts. Never did I expect that my childhood obsession would someday be a vital part of my career! Knowing each season of the TV show inside and out has helped me craft exciting events that can tie into fan-favorite episodes, and my familiarity with the character voices is showcased in the games’ dialogue. 

But just like with the show, writing for the Family Guy games is definitely a team effort. Each of us at Brunette Games has lended a hand in shaping the exciting world of The Quest for Stuff, and in fact, all five full-time staff members have taken a turn at writing scripts. With a top-notch crew of narrative talent, we ensure each event is filled to the brim with LOL-worthy jokes. Best of all, no one gets burned out, and we always have a source of fresh ideas.

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Having been tasked with the game’s narrative for three years now, Family Guy: The Quest for Stuff is one of our longest-running titles at Brunette Games. My experience with the franchise illustrates that if you’re passionate about something, you should never let it fall to the wayside. Personal hobbies may wind up tying into a career in surprising ways. And just like the characters of Family Guy never seem to grow up, I’ll never outgrow my favorite animated sitcom.

You can download Family Guy: The Quest for Stuff on the Apple App Store or Google Play.

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