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'Stepping Stone,' from Student to Game Writer

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In-game art for the 'Stepping Stone' case in Homicide Squad: Hidden Crimes.

Here's BG team member Dexter Woltman, with some insight into what it's like to transition from student to a career as a game writer/designer.

During this past year, I had the amazing opportunity to join Brunette Games as a junior game writer/designer. This job has connected me to developer teams at game studios all around the world - our BG clients. One of the studios I’ve had the pleasure of working with is G5 Entertainment.

G5 Entertainment is the proud developer of Homicide Squad: Hidden Crimes. In Homicide Squad, players put their detective skills to the test as they search for clues, find hidden objects, solve cases, and arrest criminals. It’s a popular game that G5 continues to support and update, and it’s also the game that provided me with my first professional writing assignment, a murder case that would come to be called “Stepping Stone.”

When I first joined Brunette Games, I was still a student in college. As I continued to deal with the complications of school, my work in game writing was more limited. I was new, and my focus largely stayed with editing and localization work. But while I was still a student, Lisa Brunette gave me my first opportunity to write an original piece, a case for Homicide Squad, after editing several cases for G5's localization team. Safe to say, I was more than excited.

As the writing developed, that excitement turned to hard work. G5 provided us with a case outline about a woman who walked into her flower shop one morning to find three strangers dead. It was my job to turn the outline into a full-fledged piece of writing fit with charm and mystery. 

Initially, the hardest part for me was the characters. Although the new characters introduced especially for this case were easier and fun to develop, it was the longstanding characters that proved more difficult. Here I was with a game whose main characters had been around for a long time. They’ve grown and developed over the course of numerous cases. G5 had given me two tremendously popular main characters in Detective Turino and Detective Lamonte, and I wanted to respect those characters and make them as spot-on as I possibly could.

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Official G5 art for Detective Lamonte and Detective Turino.

The process for me meant going back to a lot of Turino and Lamonte’s older cases. I played through their dialogue again and again, trying to get the best sense of their characters I possibly could. In the end, I persevered, and I was able to keep them true to their characters while also adding a new layer to Turino’s sympathy.

Since this was my first original piece, another thing I wasn’t as familiar with was the revision process games typically go through. 'Stepping Stone' went through a lot of rounds of revisions, eventually resulting in about half of my dialogue getting cut. But in doing so, I learned to take advantage of textual spaces and really focus on efficient writing. So even though I lost half my dialogue, I didn’t actually lose any story. This is especially thanks to both Lisa Brunette and G5, who were extraordinarily helpful in making the case the best it could be.

'Stepping Stone' was an impactful, transitionary moment in my life. It opened the gateway to new projects with other clients, as well as further projects with G5. As a student, I wouldn’t have imagined I would make it this far in the game design industry at this age. I didn’t even think I would be a part of the game design industry at this age. That’s why, even when the stresses of school or other work were pressing down, Brunette Games always remained my priority. I knew what I was doing was important, and it made me feel better about myself every day.

There was also my transition from student work to real-world professional work. In my writing classes at school, I could basically write whatever I wanted. I didn’t have to regard tone or theme, I could just write. Then, maybe there would be an in-class workshop or two, and it was done. I was passionate about it, yes, but I was also writing for the grade. When I started writing professionally, it was a lot different. There is no grade, it’s just me always making the writing the best it could possibly be. Everything must always be efficient, quick, and top-notch.

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In-game art for the 'Stepping Stone' hidden object scene.

Another notable difference between student work and professional work is the creative freedom. When I’m writing for a class, I essentially just write whatever I want to write. Whatever characters or stories I wanted to be in the story could be in the story. With professional writing, it’s no longer always just me deciding what goes into the writing. I have clients with established characters and worlds. They have stories they want to see happen. But in that way, I’m almost more creative. Writing literally anything is a hobby. Writing specifically for a client’s need is where my real skill starts to show. So even if I’m writing something I didn’t necessarily consider myself wanting to write, I always strive to make it something I want to write. In doing that, I’ve created some truly extraordinary stories I’m very proud of.

When it comes to my growing professionalism, not only do I owe it to the guidance of Brunette Games, but I also owe a lot of it to our client, G5. After 'Stepping Stone,' I took on the role of regularly editing the game’s many other fantastic cases. Through repeatedly having opportunities to edit real, professional text, I’ve learned what makes game writing work. I know how to be efficient with my writing and create natural-sounding dialogue. Every time G5 has a new editing job for me, I get excited because it’s another opportunity to enhance my writing. Well, that and the team allows me a lot of latitude in creating puns for their quest titles, and that’s always the highlight of my day.

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In-game art for one of Detective Turino's quest debriefings.

Brunette Games and G5’s 'Stepping Stone' case marked a lot of firsts for me. I’m young, sure, but I’m growing into becoming a real professional. With our amazing clients and extraordinary team members at Brunette Games, I feel comfortable evolving into something better. I went to school for writing so that I could have a chance to become something more with my storytelling. Brunette Games and our clients have given me that chance, and I only become prouder of it with each passing day.

Play the Game

Homicide Squad: Hidden Crimes is developed by G5 Entertainment, with narrative design, writing, and editing support from Brunette Games. Find it on the App Store, Google Play store, Amazon App store, and wherever mobile games are sold.