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Welcome to the Naavik Gaming podcast. I'm your host Kaylee Moore. Today's episode sits at one of the most interesting crossroads in entertainment right now, the collision of true crime, interactive storytelling, and AI. And if you've tuned into my last episode with Julia, the CEO of Dorian, you know, like I, like the rest of the world, am obsessed by microdramas. Microdramas are on track to be a $26 billion category outside of China by 2030. And true crime remains one of the most durable content genres in entertainment. And playable content is finally getting native distribution on platforms like Netflix and YouTube. Sitting at the intersection of all three of these topics is Scriptic. Scriptic is a London-based,
BAFTA-nominated studio building what they call narrative play, phone-first, live-action, interactive dramas where you investigate crimes through the victim's phone. Their breakout title, Scriptic Crime Stories, became one of the top-performing games in the history of Netflix games with over 7 million downloads, more than 100 million TikTok views, and a top 10 ranking on Netflix games. They've raised over 9 million with A16Z recently naming them as one of the few studios shaping the future of interactive storytelling in the AI era. In the AI era. But, what makes Scriptic unusual is what they've done since that breakout game. Since 2025, Scriptic has focused on prestige, cross-platform narrative games targeting streaming platforms, console, and PC all while retaining their mobile expertise. Their 2025 release, Urgent Cases, launched on YouTube Playables with a single build that dynamically scales from a phone inside the YouTube app all
the way to full desktop browser. Most studios pick a platform and optimize for it, but Scriptic is doing the opposite. They're betting on a future of narrative play living across every screen at once. My guest today is James Nichols, who's the studio director at Scriptic. James has 25 years at studios from Codemasters to King and Natural Motion, and he now runs the day-to-day operations and product strategy at Scriptic. Today, we're going to talk about what it actually takes to build an interactive drama for a mass-market audience, why true crime is the genre that cracked this all open, what the YouTube Playables bet says about the future of distribution, and how Scriptic is using AI across the production stack but without losing what makes their stories feel very human. James, welcome to the podcast.
Lovely to be here. Yeah, thanks for having me.
Of course. All right, let's dive in because I have a lot of questions for you today. So, through your career, you've worked across mobile, PC, console, handheld,
and now streaming and web. What made Scripted the next move after 25 years across the companies that I mentioned? What did you see here that you weren't seeing anywhere else?
Yeah, um great question. I mean, it was really the the type of um game and playable drama that Scripted were making was really exciting. I think the thing that I've kind of grown towards during my career is I want to make games that reach huge audiences. Um I don't want to kind of make, you know, sort of niche things that only hit to a certain audience and what the Scripted are trying to do is make playable dramas that like literally anyone can play, really. So, that will start to kind of hint at why going to any platform possible makes sense as well. Um but yeah, I, you know, spoke with Ben and the whole of the co-founders beginning was just really blown away with what they were trying to do and how they to build these um stories that like anyone could pick up and play if they knew how to use smartphone, basically. And and yeah, it just really appealed the idea of being
able to kind of shape, you know, how we work, but also the creative and having a little bit of a say across everything really and and getting us to to try and sort of develop this this new type of medium that we're building and sort of bring it to as many people as possible.
See, Scripted describes itself as sitting at the cross point between games and shows. And for people hearing about the studio for the first time, can you walk me through what narrative play actually means? And like, where does this sit relative to traditional mobile game, uh Netflix limited series, or a micro drama platform? How does this all fit together?
Yeah, it's a really good question and it's all really central to what we do. So, um we we we kind of want our stories to be the thing, right? Everything starts with really, really fantastic narrative. That that's the story line for everything. And then we want everybody, you know, who would be interested in that narrative, to be to be able to engage with it and feel like they're shaping it. So, the idea is that you are As a player, you feel like you've ended
up inside your own kind of HBO mini-series or your own HBO drama or something like that. That's the feeling we want to create. So, it's not about kind of hardcore RPG branching, stats, and that kind of thing. It should be really, really kind of light and easy to just go in and and shape what's doing. And then the things you're interacting with are the things you'd expect to be doing. But it just changes from a like a If you're watching a TV show and you're you're kind of expectator looking in, it it draws you into that feeling of you're actually inside the drama and you're you're getting just enough ability to kind of shape the outcomes of that to feel that you're actually involved with it. But it's not like one of these things where our players are they're almost kind of gaming the system. They're always trying to like micro-analyze what will this choice mean in terms of what score I will get or what, you know, unlock I will receive if I go down the street. So, we want to keep players in that place basically where they're just going with the flow. They're just playing the the story. They're just experiencing it. But there's enough cause and effect in there that it actually reflects your choices. It's not
just a passive thing that's just bubbling along. You actually see the impact of what you did reflected in the narrative. It's really, really subtle. It's something we spend ages discussing and debating. We tailor it slightly depending on which platform it is. So, if it was kind of, you know, an absolutely mass market platform, it would be very, very light. If we're pushing it something towards PC, it would be slightly more challenging, but you know, still in that same space of basically the narrative comes first and we're trying to get players to feel like they're just inside the narrative and shaping it as they go.
Can you tell me a little bit about the demographics of the type of people who play your games?
Yeah, so we we've done really well to hit what, you know, would kind of line up really well with like a true crime audience. So, certainly for mobile, it's been uh skewed female and it's been kind of like gamers in their kind of like sort of around the sort of middle of bell curve would be around sort of 35-ish. So, it's it's a it's much more close to like a casual games audience that we've we've hit in the past. Obviously, that changes sometimes if we
hit different platforms, but I I think our strength is we're very good at targeting uh players that maybe don't consider themselves traditional gamers, but we can create something which they feel is like a core that's something I'd want to play and and get involved with. Uh and to that that's where we've lined up and certainly for the the the stuff we did on mobile, it was kind of female skewed and it was kind of, you know, some mid-30s kind of skewed. So, really interesting demographic to be able to get to.
Yeah, that's it's funny. I I a couple of my last episodes, both with the Dorian founder and Fusebox Games, uh they also target their their audience maybe skewed slightly younger, but they also target this audience and to me it's always so interesting. I and I'm in the women 35 age group and every single woman I know plays a mobile game on her phone at least one. They're really excited about it and not one woman I know would consider herself a gamer, which is so wild it's such a huge demographic of
people who are not just playing games, but like actually spending a lot of money in games, but don't think of themselves as gamers. Super interesting.
Exactly. And and I've I've been kind of in games long enough for me that's really exciting. I can remember kind of how excited people got when games like SingStar on the PlayStation started to kind of nudge out beyond the kind of core gaming demographic and other people started playing games and then, you know, the work I did at at King was like this, you know, being able to work on games like kind of Candy Crush and Farm Heroes and stuff like that. We you actually saw, you know, regular people playing playing the game. They wouldn't consider themselves gamers, but they they get huge, you know, value and enjoyment out of these these experiences. And yeah, that's that's what really excites me really, the idea that games has got to that point where you you can be for everybody that is this the things that make a game work brilliantly are pretty universal. And then it's about finding the right, you know, style of that, the right application of that for the audience. But yeah, the the most exciting thing for me is seeing like big
numbers of players playing games and people that maybe don't traditionally consider themselves gamers getting value from what you've made. That's that's the the best bit of games making for me.
Absolutely. Um okay, so I want to move on a little bit. So you're CEO and I know things have changed slightly since this comment. So your CEO said, I want to say a couple years ago, that the goal has was to become the Roblox of narrative, which is a really big ambition. How do you translate that vision to day-to-day product? And also how has that changed since you've expanded to different platforms?
Yeah, absolutely. So the yeah, the focus for the mobile platform we built out was very much pushing in that direction. So what we were trying to build for our mobile platform was a a free-to-play platform with lots and lots and lots of small stories on it. And we were building towards getting kind of user-generated content on there as well. And that's where that that kind of framing comes from. So the idea being that you could both, you know, consume premium stuff that we've made, but also
kind of play things that other other people that were fans of that audience had made as well. So really, really ambitious goal. Um since early 2025 we've been focused on kind of more of like prestige kind of narrative. So we're going for more of like a a premium quality narrative and we're targeting say streaming platforms, PC, console, mobile kind of and and very kind of like yeah, single bespoke stories really done to a higher standard. I think we feel that's like, you know, where our strength is and we're we're kind of pushing in that direction And yeah, we're just starting you're starting to see some of those uh pieces starting to come through now. There's little kind of tidbits of some of the things we're working on. We've put like your YouTube playables game live to to start to explore what your sort of streaming first games might mean for us and how that would work. And we're we're really accelerating now in that direction.
Great. I we'll get a little bit more into the platform breakdown and where your thinking, but first I want to talk to about true crime as a through line.
So, I I am a true crime fan. I've been listening to My Favorite Murder podcast since it launched 10 years ago. And as you know, I don't know if all the other viewers are not big, but true crime is one of the most durable content categories in modern media from the podcast that I listen to to Netflix documentary to TikTok deep dives. Why does this genre work so well for interactive drama and what does this interactivity unlock that a documentary can't?
Yeah, it's a great question. I mean, we we spent a really long time studying this and sort of we did a lot of kind of interviews and surveys people that were in into true crime as well and and really trying to understand it. I think there's probably two bits to it. There's probably the true crime itself and why that's kind of durable and exciting and then why does it work for games? I think for I think true crime as a genre it's got that really kind of interesting accessible kind of idea about it, right? There's there's a a fairly good and a bad framing. Normally, you're trying to find out what you know, somebody did
that was really bad and how that happened and you know, what the outcome was. There's a very human connection with the the story and understanding what what happened there and trying to get to the bottom of the mystery. I think for games that then sit sets you up really nicely as a player. You're in a position of say being a police detective. You're on the side of good. You're trying to solve the case. You're trying to solve a puzzle and bring that together. So, it really sets us up really nicely for for games as well. Um I think that there's flavors of true crime obviously as well that you can go really really serious, very kind of artistic um end of the spectrum. It can be very kind of pulpy and very casual as well. There's quite a lot of space to play in there. Uh and then what's interesting we we did play around with some other genres as well early on in our in our kind of free-to-play platform. We looked at kind of some horror things. We looked at some romance novels and that kind of thing, but true crime it made the best stories for us. The the things we could tell we were really kind of excited about telling that type of story and we felt we did that really well. And it just seemed to have that
kind of level of hook and engagement with players that that others didn't quite quite capture. And for us it's just the sweet spot of all the things we did. And then obviously the type of game we then made we've we've created um gameplay where you're kind of put in a position of maybe reviewing evidence. So maybe you're getting to look at somebody's phone and like what happened to them before a crime got committed or after a crime is committed to them. And you're getting to go through basically that so it's that this really perfect fit for kind of it's basically like digital forensics that you're doing in the game and it fits the the platform absolutely perfect as well. So there's there's a few things kind of lining up there that make true crime games and narrative work really well, but you know, for us it's it's been the sweet spot and it's the the area that we're really pushing into now. It's true crime and then, you know, trying to bring it to as many screens as we can.
And and you know, I mentioned this in the intro, but Scriptic crime stories became one of the top performing on Netflix games history. 7 million downloads, top 10 game, 100 million
TikTok views. That kind of breakout on a single platform is, you know, what a lot of studios spend a decade chasing. From the inside, what I'd love to hear more about the formula and what drove it. I I'm pretty sure it's a mix of the IP, the format, the platform fit, and of course the moment. I feel like we have reached maybe peak true crime. Maybe it's coming. And I also want to know about how how much the success on Netflix game shapes the confidence that that format could travel to different platforms.
Yeah, great question. I mean, thing for Netflix games, there was there was no element of timing where we joined Netflix games and we we just really went for that platform and we really created an original experience for Netflix games. So, there there was quite a few games when Netflix were on that kind of style of gaming and platform where they were licensed games, they were moved over to Netflix games from another platform or something like that. So, they weren't kind of necessarily, you know, completely made for that. And yeah, we made this experience. I mean, building what we've
just been talking about, the audience and you know, the kind of lineup that we did. So, I mean, if you've got a bunch of Netflix subscribers getting, you know, messages that these games were available and so on, it's a really great audience lineup there. So, I think if you're going to get a kind of proof of the thesis of what Netflix were pushing at the time that people in our subscriber base who want to leap over and play games, that was a pretty, you know, pretty good fit, I think, at the time and probably backed up by the numbers there. And then the the type of thing we made wasn't just, you know, kind of a throwaway experience. These were really, really high-quality stories. They were really resonant. They were really kind of sort of capturing the zeitgeist feeling at that moment of time of what those stories were about. And that that, you know, maybe people would give it a try, but they're not going to play all the way to the end and then play the second episode and that sort of thing unless they're really actually enjoying it. So, we we obviously connected really well there. And obviously for Script and that allowed us to hone our craft, to try things out that worked and didn't work, to learn about tutorials and pacing and
what kind of branching works and even some of the technical stuff behind the scenes of how to build these kind of stories. And then we we had the opportunity then to start to experiment with, you know, out on a free-to-play platform, try loads of different things and push things really far and try advertising our games. I think the TikTok story is incredibly interesting in terms of like what what things cut through. I mean, the the huge numbers that we were able to do were very much sort of specific stories and things like our um our dispatcher series that we had on the on the free-to-play platform, for example, they they put you in a position where you are kind of like you're responding in the moment to you know something that's happening. So, you're literally put on the spot. You are you know having to make a call of like you know what to do with somebody who's on the line making a call. And putting those into TikTok videos went really really viral. You know, really huge numbers, tens of millions of some of the individual videos because they created a scenario where someone was like goodness, this is
you know really interesting or it's really could this be real? Is this really happening? And people talking about this online. And it's obviously kind of it kind of shows that that premise, that style of game is really like instantly appeals to people. It put it's something that people understand, uh has an emotional reaction before them. Immediately, they want to you know engage with that thing. And then we're obviously doing that kind of thing in our game. So, we're we're putting you in a position of being you know a police detective or we're putting you in the position of being an emergency responder or something like that. You are you know instantly as a player going right, cool. I know what I need to do here. Like I've seen this in a drama. I've seen these shows before. I know kind of the the template here. So, I know what's expected of me as a player. I don't need to kind of spend half an hour learning the controls, understanding the scoring system and you just you're straight away in that experience. You know what you need to do and you you can kind of be as a player ready to just make a gut instinct reaction to what's on the screen cuz you kind of know you know the setup, you know what's what's expected
and you get on with enjoying it. So, I think those those early signs show how powerful this kind of combination of sort of interactive drama with the kind of true crime and kind of that kind of space can be and like how quickly it can connect with people and then, you know, how well it can extend out to audience when it finds that kind of like line up of of audience and gameplay, it can really explode out. So, yeah, we we've been on that ever since and we still hold all of those ideas true. You know, those are the types of game we're now building, but we are targeting we we we sort of spent we we got really kind of excited looking at where streaming seems to be going. I mean, if you think from our perspective of we want to get people that maybe don't consider themselves gamers to be playing these games. You've got Netflix, you've got Amazon pushing really, really hard into kind of the streaming space trying to get, you know, games basically playable on TVs, on smart TVs, like directly where people are kind of, you know, consuming that their dramas in the
living room and that sort of thing. And again, it's that it looks like an emerging opportunity where maybe this this audience is out there of, you know, people that wouldn't consider themselves gamers, but would want to play this type of thing. That's what excites us. We've been pushing really hard towards that trying to learn how to do this on big screens and so on, but that's that's how it's kind of evolved all the way through. So, the same proof points from the beginning, but starting to expand out to different platforms and different screens now.
Can I ask you a little bit more about your TikTok strategy? I'm curious of how much of it was was planned, I'm assuming you worked or maybe you didn't work worked with different types of content creators versus how much of it just went viral from a UGC perspective just because there were so many people one playing your game really liked it the content like you said is kind of a natural format for TikTok and true crime on TikTok is such a big genre or niche. Like what did that balance look like?
Yeah, it was very I mean, the videos we created were created in-house. We didn't use an agency. They're literally you know, representations of content we've made. And it was, you know, a period of us experimenting with how to, you know, tell people about our games, get people interested in our games, and so on. And And honestly, it was It's like genuine kind of, you know, viral success. It wasn't like, "All right, we need to get, you know, 10 million people to view our TikTok this month." It was like, "What works? Let's try loads of things." And there were examples of things that didn't connect and people were less excited about, but you know, certain topics and certain types of premise just engage people and and got them, you know, really, really interested. And yeah, there's there's something about, I think, these kind of fairly realistic scenarios where people will maybe share it, they'll comment on it, they'll react to it. You know, there There's There's certain types of like, certainly the the dispatcher series that we did, that really just blew up, like absolutely unbelievable numbers in terms of, you know, how much people engage with them. So, yeah, I I think it just,
you know, it's It shows that we've got like a kind of good gut instinct for what type of stories we should be telling and what kind of premises we should be setting up. And to be able to basically represent those same scenarios in a in a social media post and get people to actually go, "Oh, that's really cool. Look at this. Look at what's going on." And, you know, then, you know, comes and view the game and try and sort of carry out those exact same kind of scenarios in a in gameplay form is really, really cool. That's what we've been trying to build out ever since.
Yeah, I was going to say, next is I think you have a really good gut instinct on the core loop that works as well. So, your phone-first format, which is investigating through someone's like text, voice notes, surveillance, it's now associated with Scriptic. How did you land on that core loop specifically? And I Where do you think it could go from here where maybe it hasn't gone yet?
Yeah, well, I I think our founders have been in a hole wanted to make these types of games like since the very, very start of even thinking what Scriptic could be. Like, you know, sort of
sketching out and planning ideas and trying to build great types in their kitchen like before company even got going, you know, they've had this really clear view of wanting to make that type of interactive show and so I'm definitely for a true crime focus right from the get-go. So it's a bit that idea has been there from the beginning and I think what they both bring to the party which is unique is they haven't come from a traditional gaming background. They've come in with, you know, stories that they want to tell. So they haven't approached it perhaps like gamers would approach it. So they haven't come in from the point of view of like, right, you know, let's spend weeks mapping out all these cool game mechanics, interactions, and all these kind of things you're going to be able to do as a player, all these verbs you're going to get to be able to play around with. They've come at it from the point of view of what's the, you know, what's the story, what's the interactions that you would be doing as a detective in there, and also how to make it as close to what you would do in real life as possible. And so you you get from that, you know, if if basically you've got say a phone that you're interacting with and then on that phone are a bunch of apps and they work pretty much the
same as your smartphone apps, you've basically collapsed all of the tutorial aspects of the game down to zero, right? It just works the way your smartphone works. You don't have to learn a new game and a new get set of game mechanics and that kind of thing. And in particular what we did for storytelling was, you know, kind of it's chat interactions, right? It's things coming and going through your through your kind of like, you know, the equivalent of a WhatsApp or a, you know, messaging service or something like that. You're you're basically talking back and forth with your police team and making plans and making executions. So again, there's no like, right, here's how you control your team and this here's how you issue orders and this is what the menu is like. None of that is there at all. So you just, even if you knew nothing about the game, you could probably just, you know, bash away through it and and make some great progress, which, you know, all good casual games achieve, right? And that's that's kind of I think why they kind of connect and works really well. So yeah, I think that's, you know, that that's certainly the starting point. That's where it came from and, you know, from a core mechanic point of view, that's where we we based
everything out from. Then, the challenge for us is now, you know, as we start to look at new screens and new platforms, we do need to still engage with the the you know, the platforms and the controls, right? So, you know, for example, if you've got um you know, if you're playing on one of the streaming platforms, typically you're playing with phone in front of you and a TV screen behind you. So, you we've got to think through what's on which screen, which which what's role playing which role, and that can And if we're doing things on PC, and that's the thing we need to think about how to kind of maybe make the game mechanics a little bit deeper without kind of breaking out the accessibility. So, we we're trying to kind of experiment with things where that maybe the player is kind of uh building up theories about the case and actually kind of visualizing those theories and then bringing those theories to the team. That's a little bit more kind of, you know, that's more like two steps rather than a direct gut instinct interaction with your team, but that's because, you know, we think the PC or the console audience can can handle that level of kind of multi-step play. So, you get the feeling it's going
to Without going too specific, we're sort of taking that core formula, we're keeping that alive, and we will always make games in that way, but then we're sort of adapting softly to each platform as it comes up.
And that's a perfect segue cuz I want to talk about the different platforms. I want to start with YouTube Playables. So, as you mentioned, Urgent Cases is on YouTube Playables, which I think is a pretty fascinating product decision. Can you walk us through why YouTube Playables? Like, why now? And then also, do you have any learnings that you would like to share with any other game developers who might be considering YouTube Playables?
Yeah, so we we'd make this decision that we wanted to kind of start to target um sort of a more premium experiences, and we wanted to do a kind of we're really, really interested in pushing to sort of streaming platforms at that point in time. And it was it was quite a bold strategy cuz there wasn't like at the time we're talking about sort of early 2025, it's not like there was a plethora of streaming platforms all out there
targeting casual teams, right? So, it was it was a bit of a kind of long-term plan there. So, it was it was thinking ahead to where the market's going rather than responding to something. Um we got invited to be part of YouTube Playables kind of open beta that they did. And it just it felt like everything was lining up. Basically, there was this new platform that was delivering games over the air to players, and it was going to allow us to, you know, be early movers, a bit like we were able to be an early mover with Netflix games and that sort of thing. We we were kind of hopeful, you know, that would be an opportunity for us. And more than anything else, it really allowed us to kind of develop these new storytelling muscles, we had work out what that type of game was. So, we took a formula, the the Urgent Cases formula is like a distilled kind of police police case police drama that we've done, but we but kind of adapt that to a new, you know, sort of streaming first platform. So, we had to work out things like if you're playing it on a phone, we we kind of know that experience pretty
well, right? We've got like a kind of a interaction with your police team, and then you flip over to like a suspect or a victim's phone, and you're investigating sort of digital evidence on there, and then you come back to your police team. But for if you put it on a desktop and you expand that out, what what are you looking at? Are you just looking at like a phone in the middle of the screen? It's going to feel a little bit kind of a bit bit forced and and a bit stretched. So, we we were able to make this kind of like police desktop that you could actually like pull out on the on your browser full screen, and it's it's like you're basically playing through a police, you know, computer, and you've got like your chat running live, and you've got the the forensics all on your desktop, and you can rummage through that, and you can bring that back to your team. And, you know, we we had to build that we had to build a really, really interesting kind of tech tech tech technology stack to allow our team to do that in a kind of realistic way. So, the the way that we build this stuff internally is very much closer to how you would build kind of web pages and websites. So, but we're fortunate to have some really talented game artists
and they've come from a web background. So, for them it's supernatural to lay things out in that kind of adaptable web style where, you know, a page is not a fixed size and resolution. It's kind of stretches and grows and needs to have some limits but not, you know, too many and that sort of thing. And we coupled that with new tech that Unity made available and it just flew. Like the the UI team were able to just build screens for this game without having to kind of take every step through engineer to see their stuff on the screen. And we've basically built that kind of style of work out and out and out ever since. So, YouTube Playables was like this brilliant kind of test for us in terms of how do we get our game uh built for that kind of interface and that style of play. We learned loads and loads and loads by doing that. So, we're really glad that we we took that chance and built for it. Um for anyone else targeting that, I think um there's obviously the web um scalable, you know, kind of interface stuff that I've just touched on is really
difficult, especially if you want to do, you know, things with a a detailed user interface. That's really hard. The platform seems to be going very much in the kind of hyper-casual direction as well. So, you need to do all the things that hyper-casual games do really, really well. So, you need a hook that grabs people instantly and keeps them around and then, you know, you need to try and lightly uh keep that that core going. Uh but it's very, very difficult space to get into. Um and then the other side of it was sort of building basically for web-based technology. So, it's kind of like built around WebGL, um which is really has its own kind of like limitations on how you can build for that. So, it needs to be kind of a certain size of download. There's certain rules about what you can and can't stream into the game. Uh we we had all kinds of fun with like when you start it on a phone on certain devices like say like Apple restricts what kind of interactions you can have with web pages by default. We can't just like play audio on the phone or have haptic running. You have to kind of get the player to actually interact before those things can come through. So all of
those things were like rapid learnings and you know for anyone going into that space it's it's worth kind of experimenting with what you're allowed to do with WebGL and kind of get to learn that first cuz it's it's definitely got its quirks.
Sounds like it. Is there any platform that you're that you're particularly focused on right now or what's next from a platform perspective?
Yeah, so I mentioned we're we're we're pushing very much towards streaming platforms and premium sort of experiences. So it's a it's a blend of we're looking at kind of the streaming platforms that kind of Amazon are pushing and and Netflix are pushing and particularly like the the game night um representations on both. So something where there's no barrier to entry at all and players can just come in and start enjoying these um experiences. We are also developing for kind of PC and console type experiences and for premium mobile as well. It's not like an either or thing for us. Um these are I mean basically the connecting between all of these is wide screen versions of the the
the types of you know experience we've built before but like really going for kind of very high sort of premium story. So you know recorded live action content um in the case of one of the things we're developing, you know, we've got Hollywood talent and Ralph Fiennes attached to the game. You know, you can look at some teasers for that on our website and so on. So you know, we're we're pushing for those kind of experiences, tailoring for the the needs of each platform. The streaming stuff really excites us like I mentioned because it's that same thesis of just being able to reach everybody that wants to play these kind of dramas, right? If you've got the ability to watch Amazon Prime or Netflix in your living room, you've probably got the ability to play these streaming games. If you got a phone, you've already got the controller. So, it's kind of again, it's that really interesting space where it's starting to just open up a whole bunch of people that maybe wouldn't have traditionally wanted to play a video game, but you know, they maybe watch uh TV drama and then, you know, they've got
the option on their screen of like, you know, if you scan a QR code, you can start playing this game and they they actually do fancy doing that in the living room or maybe they're playing it together with their family and the family are all piling in and telling you what choice to make on the screen and that sort of thing. So, we we're we're really excited about that space, but um you know, we wouldn't we wouldn't kind of completely, you know, cut off doing premium experiences on other screens as well.
All right, I want to shift gears to the topic of the day, which of course is AI. So, I know that Scriptic was using AI in production since 2021, which is definitely earlier than most. Where is AI making the biggest difference in your day-to-day production of like a a Scriptic title and where has it just not lived up to the hype?
Yeah, so you you're right. We we were really early adopters and we're really bullish on AI and AI usage. I mean, all I I think a lot of the dialogue is as you kind of expect it goes kind of like to extremes, right? It's either every everything AI all in or it's like no AI
at all, don't touch it and it's the we're we're kind of in the middle of like we use it everywhere um for all kinds of things, but we use it as a tool and it's it's a way of getting our stories told. Um it doesn't replace human craft, definitely. You know, it's something where we have a clear view on what we want to um do or tell or what what we want to create. We we create these stories uh by hand. They're very much a you know, crafted narrative that takes huge amounts of human effort to get to the standard that it's at. And then we augment that with various um, you know, AI technologies to either build the thing like in terms of like tooling and production and that sort of thing, or even create assets as well. So, we we we make a mixture of things. So, what we've done and you can see examples of this in the work we've done, um, is is quite often it's kind of composite things. Maybe we've had, um, perhaps the most sort of spectacular example is on one of the, um, videos we had on one of our shows on the the the Free to Play mobile platform where we
had a live action sequence and we composed together that with some effects that we built in-house with like traditional kind of practical effects stuff and also an AI, um, kind of video like to do a transition and turn around that scene. So, it's like it's not one thing, it's kind of like a mixture of all of those different techniques coming together and kind of making the the vision that we want to make. And we'll we'll use AI to create, you know, maybe, uh, images on a suspect's phone to sort of fill out the the the space. We'll use things to maybe expand, um, you know, for recording options what we can do in terms of maybe special effects or things happening in the background and that sort of thing. So, we had an example last week where we're recording a kind of a a TV show type, um, scene and basically using AI to expand the scene around what we've recorded to full, you know, production physical human recorded show, but then the outside of that is expanded using AI effects. And much like, you know,
traditional film and TV might use CGI, we're kind of using AI effects. Uh, can be really useful for audio, but it it's very trial and error, you know, like our team will take take these tools, try to use them, see if the quality's there. And ultimately it comes down to it, is the quality there for the storytelling, right? If it's going to be distracting, it's going to clearly not be of quality, then we we still might be using human recording or or something like that. So, very much a blend for the the creative of what we create. And then internally from a tech point of view as well, we we use AI really heavily for boosting our production. So, um we can we can go kind of in depth on that stuff if you like, but um you know, we're we're using like every member of our team uses some form of AI, whether it's kind of the engineers using it for kind of code um assistance and code generation, but we use it for generating placeholders, we use it for kind of helping us with like laborious work where you've got to, you know, move a hundred files from place A to point B and change the format. Like those are the kind of things that basically
anything which is repetitive, you know, grunt work, we would we try and get rid of that and use AI to to lean up to help with that side of things. And then anything that requires quality control, human taste, craft, that's the stuff we want our team doing as much as possible. So, we try and kind of get them doing that as as much as we can and remove all of the kind of boilerplate where we can with AI.
I think there's a real tension right now between game studios using AI, especially to scale content, and audience perception. As you mentioned, I have had a couple other interactive storytelling games guests on the platform, and depending on their audiences, you know, there's been some real backlash against AI, or there's also just been fans engaging much less when they detect that AI is used. Are you seeing that when it comes to Scriptic titles? Like what has been the audience reception, or
do they not really care cuz people are just more immersed in the story?
Yeah, I think I think it comes down to the quality side of things, right? What we're not doing is kind of like just, you know, auto-generating a bunch of content and just, you know, give me a give me a crime story, press enter, and see what Like we're not we're still crafting the story. So, you know, we've been using AI in everything we've made to some extent ever since the get-go. Like it's you know, there'll be some images, some pieces of the story which are you know, there they've been AI generated. It's just we're not doing it for the whole thing and we're we're not doing it just for the sake of doing it. We're using it as a a production aid. Um so, I think that's the the first thing is that the quality comes first and you know, the the success the success speaks for itself. I mean, we haven't had a limited uptake on what we've done based on having AI content in our game. I think that we have to be careful within the games industry not to kind of get too into it with this. There's a very very strong reaction particularly
from core gamers and I I understand why. You know, like inside the core gaming kind of um circles there's a really really strong negative reaction against AI and I think a lot of kind of traditional PC and console developers are very very sensitive about even talking about having AI production aids let alone any kind of like images that are player facing. But I I don't think that reflects the general public's view on on kind of AI and content like if it's a good quality story and it's not an obvious thing that you know, visually this thing was created with an AI production process as opposed to like a you know, Photoshop you know, production process or something like that. I don't think for most players it matters. What will matter is if it's kind of clearly a poor quality video or it's you know, inhuman performance or you know, there's a kind of uncanny valley and what's going to like instantly players are going to be switched off by that. And that's the stuff that directly affects our storytelling craft and will have a negative impact on the quality of our game. So, you know, basically the
quality is the the thing that drives out. We've got you know, brilliant writers and people directing our um our content that are you know, reviewing, editing, improving and if if it doesn't meet the bar then but when we move that content we won't put that through to player facing. But, you know, I also want to stress that we've spent the last literally last two weeks uh in recording studios recording um like 40 or so phone calls with human actors doing the performance in an ad-libbed way where our, you know, directors are performing that with a like it's it's a very human process at the core of it, and then we use AI around to build out the scene, to create images, to create extras in the video, and so on. Uh we don't feel it needs to be this kind of either/or debate, basically. AI is an accelerant, it's something that we just build into our process and just use as a natural part of what we do. It's not a kind of AI maximalist thing where like everything needs to be auto-generated by AI or or nothing at all like a I don't think it would create a very good experience
anyway.
Wholly agree. So, as I mentioned I I think in the intro, uh a16z has called Scriptic one of the studios shaping the next generation of interactive storytelling in the AI era. And as you know, this is a very crowded space, especially with all the entries in micro drama. What's the bet that you're making that other studios aren't?
Yeah, so I think I think I've just hinted at it really. It's like we're not seeing it as a kind of either/or thing. We're using AI to accelerate really, really great storytelling craft, right? So, it does the storytelling craft is at the core and it will never be diluted down. So, yeah, the quality of the story comes first, and then we have to kind of create really clever ways of building like from a production perspective, and also kind of like how to develop that from a kind of a content creation point of view as well. Um and yeah, I think that's probably our secret formula. It's kind of like we we as a as a team we're able to kind of
punch miles above our weight, you know, we can produce these huge like complex, fully, you know, kind of voiced, fully character, fully filmed scenes, and and do it on fairly modest production budgets, and do this kind of, you know, with a a really yeah, it's a amazing ability to build out a much bigger world that you're interacting with. I think that's all kind of the thing that we've done really well. I mean, we've just got a lot of experience with it now as well. We've been doing this for quite a few years now of kind of how to fuse together a bit of AI, a bit of live action, a bit of traditional storytelling craft, a bit of kind of modern kind of games developments and sort of free-to-play development and new platform development and all in that kind of fusion is what makes Scriptic really special. And we've kind of we've elected to kind of follow a sort of a sort more like a film studio kind of model as well. So, we're deliberately keeping the the team lean and core team of people that the people inside Scriptic are like really unusual kind of T-shaped people. They
don't have like a single thing that they do and nothing else. They're they're able to move between lots of different kind of areas of work and try new stuff out all the time. So, we're constantly, you know, reinventing and evolving our workflows, trying new tools out, trying the latest video generation system, trying a new way of building data for the game. Like we never sort of just sit on one thing and start to sort of factory produce it. And what we then do is kind of we have this really kind of core team that are really talented using this, you know, amazing new tech as it comes through. And then we augment that with external teams or, you know, production partners for filming whatever. So, we we grow when we need to with those partners and then we shrink back down to the core team when we don't need that level of production. So, I think that kind of mixture of things is what makes us really unusual. And yeah, from an AI point of view, it's just we're not we're not intimidated by it. We're using it as a, you know, accelerant for what we do really well, which is great story craft at the core
of it. So, it's it's really astonishing what our team's able to do. You You got people who are, you know, who've come in doing sort of narrative design and that sort of thing building building their own tools like in software and you know, creating new work processes and that sort of thing without engineers having to help them much with that. You know, we've got people able to now end-to-end build the user interfaces that appear in the game without an engineer needing to piece that user interface together. You know, our creative team we've built tools for them where they can uh really really quickly kind of lay the core out that they're working on or the narrative scene and sort of play with it and change it really quickly and make another cut and then put that into the game without it going through some super long-winded build process. So, it's enabling us to work at, you know, an incredible speed and then like I say when we need to um pulse bigger, we we kind of work with external partners to do that and then, you know, kind of keep the keep the core team really specialized in what Scriptic does really well.
You guys have had a lot of success. As you mentioned, you're moving incredibly fast, especially for such a small team. What can you tell me that's on the road map for, let's say, the next 12 months that you can talk about? Any like new titles or new formats you can share with the Navic audience?
Yeah, so we're not quite ready to announce uh one of the deals that we've signed that we're working on, unfortunately, but it is for one of those streaming platforms and we're building a a stream first game. We're we're sort of midway through production on that at the moment. Uh that's the the one I'm talking about doing all the recording for and all of that hard work that the team are doing right now. Uh we've also got that you can kind of get hints of another game that we've got in development, which is on our website, which is kind of um more of like a PC and console kind of premium experience that we've um we've developed that. And and this general pattern is what will be Scriptic's kind of, you know, work for the coming sort of 12 18 months now is kind of building those types of experiences now kind of one after the other. That's going to be our our focus
and very much kind of IP-based sort of development for for the foreseeable future.
And so, you've worked in the games industry for I think about 25 years now. We've talked about the companies and the games that you've worked with before. What's the piece of conventional wisdom about how a studio that should should be built that you're most glad to leave behind?
Yeah, I think that um I was like going to what I'd say not to do anymore, do you mean? In terms of leave behind?
Yes.
Yeah, okay. I mean, I think I mean, AI is changing a lot of things. Like, I'm I'm super excited about what is going to become possible. I I again, I understand it's a really controversial topic for some people, but for me, it's just a super exciting time. I mean, I look back to when games were built by quite small teams traditionally, you know, even even at inception, they were one or two people. And then it grew to teams of like 10 and then 30, and then
suddenly it's hundreds and then thousands of people building games. And I I don't think it's scaled very well against the hardware that's been available. As the hardware's got more complex, we've tried to build these high-definition games, and basically, you know, the the the the game production has bogged down. People end up doing quite kind of unsatisfying slices of the game. You know, you're building 100 wooden crates or you know, 500 ammo clips or something like that. It's not It's not kind of, you know, you're not getting that kind of creative stamp that you that you used to be able to get in smaller teams. I think that's starting to reverse. I think that that the potential there is that um sort of AI-based workflows could really really change that. And you start to get back to small teams, maybe not quite in the traditional shape that we're used to. You know, maybe that the traditional roles will break down and erode a little bit. But if you if you set yourself up in a smart way, I think we could end up in a situation where pretty, you know, relatively small teams are able to make fully crafted games, you know, fully 3D
games, large expensive stories. I think that is going to be possible. It's not going to be just like I rock up to, you know, Google Gemini or claw code and just go make me a 3D game and it just spits a game out. Never going to happen. Like it's going to take a lot of craft and planning and iteration and, you know, really careful building, but I think that is a combat ending a lot of the traditional knowledge, if you like, of how to how to build and run a studio. Um and I I think it's going to create uh disruption and riffs. I think there's going to be studios that cling on to what they know for as long as they can and that it's going to be very hard for them to to evolve. And then there's going to be incumbent studios that just they just go with it. They grab hold of the new wave and and just go with that wave and and they really thrive and and have a lot of fun doing it. I mean, for me it's it's super fun uh getting your assumptions challenged and beaten. Like I I I'm I actually really enjoy that. So, we've had a few
instances in the last couple of months where I would make an assumption about how to build maybe a tool or, you know, a pipeline for building content. We've tried it out with AI and, you know what, actually it does a great job. So, stop fighting it. Stop trying to, you know, hammer it into the traditional way of building the thing. Like build an AI skill that can do this and and repeat that process over again and enable somebody to do that work who isn't an engineer and, you know, free up the team to start working in that way. So, I think that's the overall kind of pattern, I would say, in terms of how things are changing. It's like I think from a studio leadership point of view, you've got to be you've got to be okay with the fact that some of the old rules are getting broken down and you're going to need to be able to um challenge yourself, challenge your assumptions, maybe build a team that's not the traditional shape, maybe take a little bit of a risk on production in certain places, like try some things out and understand that they may not work all that well. Um, so I think that's the overall theme for
me in terms of things I'd I'd kind of leave behind is don't just kind of try and rinse and repeat the same old, you know, production scaled up kind of model that you've used in the past cuz it may not quite apply in the in the future facing kind of wave building games.
Is there a recent risk that you've taken that you'd be willing to share?
Um, so I think I've touched on some of the kind of tooling and pipelines and that sort of thing and also kind of how we've built up our tech internally. I mean, it's it's always risky changing something that kind of works but maybe has its inefficiencies to something that is is changed differently. We've taken a pretty big punt on how to build our um tech in a way that frees up our content makers and our artists to basically build stuff directly for the game. So that firstly, the risk is you're trusting them to take ownership of that and do a really high quality job and not kind of put stuff in the game that breaks the game and that sort of thing. But also you're changing, you know, how you build, you're placing emphasis in different areas of the team and you're
kind of you're asking all of the team to adapt. You're asking the engineers to let go of stuff that they had full control over. You're asking the, you know, content makers or the artists to not, you know, just give something to an engineer and trust that it gets done from there. They have to own it all the way through into the game. So that they that's a risk, right? That's the you know, it could not work. You could end up in a situation where, okay, we're we're halfway into the game and we've created a big mess and we don't know how to finish this. But um, it's working brilliantly for us and it what it what I love is you get these kind of moments where the team are all working in parallel. Like they're all able to move forward, they're all able to contribute. You haven't got that kind of waterfall thing where the kind of maybe the creative team have done their bit and they've handed it over and now they're kind of twiddling their thumbs while people are sort of assembling that and putting it in the game and then there's a kind of testing phase where everyone's kind of waiting for the QA process to finish. Everyone's on it. So we we do things that I think fairly non-traditional in in games where
uh we've embraced sort of the kind of old adage of of kind of some of what's um Agile was built to do. So in terms of kind of we we work to goals um rather than kind of like very very micro-grained tasks, for example. And the whole team are responsible for the quality of the game as well. So, you know, we don't normally have QA in the team as a as a general pattern. We we bring QA on at the right times uh for certain pieces of the project. But the whole team are responsible for testing the game, for finding bugs, for playing it together. No one has the excuse of like, "I've done my bit of whatever, you know, user interface and I'll leave that to the QA team to test it and they'll come back to me if there's a problem." Everyone plays the game. Everyone logs bugs. Everyone's involved in the triage of this thing. So what you get is a collective ownership of how is the game coming together? Are we on target? You know, are we happy with the standards of of what we're putting out there? And you you get a kind of shared understanding of what you're building. Um so that that's risky as well. If you had
a team which was, you know, they didn't care or they were disengaged or they were just there to sort of go 9:00 to 5:00 and and clock off at the end of the day, then that kind of level of engagement wouldn't work. But for us, that works, you know, really really well for kind of driving up the internal quality of what we do and it keeps everyone kind of focused on on what we're building. So yeah, we've taken a few I think what would be seen as risks in terms of production. Like for me, that's that's the fun part of game making and you know, that makes perfect sense to me, but I think sort of traditional production would say that's uh that's a bit of a risk, but yeah, I think it's working brilliantly for us at the minute.
Yeah, it sounds like it. I have two final questions for you. So if you were to imagine the playable narrative category 10 years from now. What do you hope it means for storytellers or players or even people who are working inside the industry?
Yeah, I mean, 10 years is a very, very long time, but I mean, I would I would hope that a lot of what we're we're going after starts become true and it's
just become really normal that there's a category of narrative dramas which are playable ones and maybe even it starts to become a natural extension of the the kind of the shows maybe that you're you're regularly consuming. So, maybe it becomes normal to have, you know, kind of a high-end you know, Netflix or Prime drama or something like that that you watch on your TV and then the normal thing to do at the end is to start sort of playing in that universe as well and it's just like it's not like a separate thing that you go and do. It's like the kind of interactive part of the show that happens after the main drama is concluded or something like that. I so, hopefully they those boundaries just continue to collapse down. Hopefully, that's the kind of thing. So, that more people are playing this this type of interactive narrative and it's is very kind of normal and widely accepted thing that that loads of people do. That would be that would be the ideal really and you know, who knows what platform that will be on medium you'll be experiencing that through, but but hopefully that's the kind of direction travel for some
interactive narrative.
Well, James, thank you so much for joining us on the Navigating Podcast. It was a pleasure to have you on and we'll make sure to link to Scriptic in our show notes.
Thank you so much. Yeah, it's really fun sort of talking about what we're up to. It's really nice to share.
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Auto-generated captions from YouTube — names and numbers may be misheard.
The interactive entertainment landscape is undergoing a transformation as narrative-driven experiences bridge the gap between prestige television and traditional gaming. By focusing on the true crime genre, developers are successfully capturing mass-market audiences who prioritize immersive storytelling over complex mechanical mastery. This approach utilizes a phone-first design philosophy that mimics real-world digital forensics, effectively removing the barrier of entry created by traditional gaming tutorials. With over 7 million downloads and top-tier rankings on platforms like Netflix Games, this model demonstrates that high-engagement, narrative-heavy content resonates deeply with non-traditional gamers.
To sustain this growth, production strategies are shifting toward a cross-platform model that delivers seamless interactive experiences across mobile, PC, and console. This evolution is supported by a hybrid production framework that integrates AI-driven tools to handle repetitive tasks and background asset generation. By treating technology as an accelerant rather than a creative replacement, studios can maintain premium production values on modest budgets. This efficiency is further bolstered by internal tools that empower non-engineering staff to contribute directly to content creation, fostering an agile, non-siloed development culture.
Looking ahead, the industry is moving toward a convergence of streaming media and playable content. By leveraging viral social media marketing and strategic distribution through emerging channels like YouTube Playables, developers are positioning interactive narratives as the next evolution of prestige drama. The ultimate goal is to blur the lines between passive viewing and active participation, utilizing IP-based storytelling to reach global audiences. Through lean team structures and a focus on scalable, high-quality narrative design, these studios are successfully redefining the boundaries of the interactive entertainment sector.
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