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Independent Game Festival Finalist: Ernest Noa

Profile by Jay Watamaniuk

Independent Game Festival Finalist: Ernest NoaErnest Noa is a finalist in the Independent Games Festival (IGF) Modding Competition. This year marks the first time in the IGF's eight year history where talented work in the modding field is being recognized. His work on the Hythum II: The Halls Of Kilgirn adventure is exceptional and should not be missed. The IGF was established to encourage creativity and to support innovation and talent outside the mainstream world of game development. In its eighth year, the IGF has added the category of 'Modding' to its list of awards. Earnest was able to answer a few of our questions about his dungeon adventure:

Do you have a game-related website?

Hythum II: The Halls Of KilgirnEarnest: Yes I do.

Can you describe how you go about creating a story for a module?

Earnest: I usually play with different ideas in my head, sometimes just images or short scenes, until I find something that holds my interest. After I have an idea or ideas that I like, I create a long list of story ideas, plot points, settings, and characters. This list is revised a few times and then I will re-organize the material into an outline or flow chart. I spend a lot of time revising and tweaking the overall story as a way to relax. I think about it during the drive to or from work or as I drift off to sleep. Eventually, when I am happy with the outline or if I am pretty sure I have finished parts of the outline, I will start writing the module.

The story continues to change as I write the module. Sometimes, I can't create exactly what I wanted in the Neverwinter Nights toolset. Other times, new ideas come to mind as I am working in the toolset or scripting and the story is revised to incorporate them.

Have you ever had writer's block during the creation of a module? What did you do to move on?

Hythum II: The Halls Of KilgirnEarnest: Yes, typically early in the process, while I am still creating the story outline or flow chart. I ran into this more with the original Hythum than on Hythum II: The Halls of Kilgirn. To get beyond it I work on ideas, settings, and characters I would like to include in the game. I create a laundry list or wish list of ideas. Some of them fit the story and others go on the shelf for another day. Often, these settings or characters will spark a new idea and allow me to continue working on the story.

Has becoming a finalist affected your work?

Earnest: It has motivated me to start working on another project. I am surprised and flattered to have been selected as a finalist. I write modules to relax and entertain myself. With Hythum II: The Halls of Kilgirn, I set out to create a module I would want to play. I had a great time going through it with a friend of mine and I am thrilled it has been so well received by others. I do not think it will affect my work too much, but it may get me going on another module.

What projects are you currently working on?

Earnest: Recently I finished converting UK5: Eye of the Serpent for Neverwinter Nights. It is an old TSR paper and pencil module. It satisfied my need to tinker in the editor without becoming a huge project.

Hythum II: The Halls Of KilgirnPresently, I am nearly finished with the pseudo-module for Neverwinter Nights. I have a plot outline, and a minimal amount of content. It is serving as a playground for me to experiment with the DM client. I want to get more experience working with it, and hopefully my future modules we be even more DM friendly as a result. I do not plan to release this publicly; there really isn't much to see.

I have had a story idea rattling around in my head since last June. It would be pretty time consuming so I have not done much with it. I have also pondered writing Hythum III. I left some hints for the start of Hythum III in the ending of Hythum II, but I haven't spent much time working on the story yet.

~

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