The Wild at Heart

In the sprawling landscape of indie game development, "The Wild at Heart" emerged as a testament to the whimsical and often chaotic process of bringing a game to life. As the head writer, narrative designer, and dialogue programmer, I had the unique pleasure of wearing multiple hats, all while (most of the time) keeping a semblance of sanity.
The Birth of Moonlight Kids
The story begins in 2016, a time when indie game development was thriving, and a plucky group of developers from Sleepninja Games and Crystalfish Games decided to band together to form Moonlight Kids. It was a classic tale of "two heads are better than one," or in our case, "several heads are better than two." The collaboration was born out of a shared vision of creating something magical, a game that would resonate with players on an emotional level. And so, "The Wild at Heart" was conceived, an ode to childhood escapism wrapped in a charming storybook art style heavily inspired by Studio Ghibli and Maurice Sendak's "Where the Wild Things Are."
The Wild at Heart: Concept and Inspiration
The game's narrative drew heavily from my own experiences of childhood escapism, those moments when the mundane world fades away and is replaced by one of fantasy and wonder. "The Wild at Heart" is a story about two children, Wake and Kirby, who escape their troubled home lives and find themselves in a magical forest filled with strange creatures and ancient secrets. It's a tale that explores themes of friendship, loss, and the power of imagination.
The art style, helmed and delivered by the effortlessly talented Justin Baldwin, was a deliberate choice, aiming to evoke the feeling of stepping into a storybook. Studio Ghibli's influence was evident in the lush, vibrant environments and the attention to detail in the character designs. "Where the Wild Things Are" provided some further inspirations for the game's creatures, each one unique and imbued with personality. Our goal was to create a world that felt both familiar and fantastical, a place where players could lose themselves for a while.
The Writing Process: From Google Docs to Unity
As the head writer, my task was to bring this world to life through dialogue and narrative design. The process began in the most humble of places: a Google Doc. And spoiler alert: Every game I've written has started that way. No need to overthink it, in my opinion. This digital canvas became the repository for all dialogue, narrative beats, and character arcs. As with the scripts for every other game I've written, it gets to a 'done... enough' state where there's more than enough to start plugging into cutscenes and dialogue trees, but isn't ironclad in that things can be moved around, new ideas introduced, or as frequently happens, cut.
Once the script was in good place, it was time to tackle the dialogue programming. Moonlight Kids programmers Chris & Ankit developed a custom node-based dialogue engine within Unity to import the google sheet into JSON. Each line of dialogue, branching path, and player choice had to be meticulously mapped out. The goal was to create a seamless experience for the player, where the narrative flowed naturally and choices felt meaningful.
Challenges and Triumphs
Of course, no game development process is without its challenges. One of the biggest hurdles was ensuring that the dialogue and narrative choices felt organic and resonant. This required a delicate balance between writing dialogue that was engaging and programming it in a way that allowed for player agency. There were moments when it felt like trying to herd cats, but somehow, I managed to wrangle the narrative into a coherent and compelling form.
Justin worked tirelessly to ensure that every scene, character, and creature felt like it belonged in the same world. This was particularly important given the game's themes of escapism and imagination; the art style needed to draw players in and immerse them fully in the world of "The Wild at Heart."
Thankfully we didn't have to wait for our efforts paid off, as we showcased the game at several PAX and GDC conventions throughout the development cycle. The response was overwhelmingly positive, with players and industry professionals praising the game's unique art style, engaging narrative, and charming characters. It was a validation of the hard work and countless hours poured into the project.
The Legacy of The Wild at Heart
Looking back, "The Wild at Heart" was more than just a game; it was a labor of love, a journey into the heart of what makes games special. It was a reminder that games have the power to transport us to other worlds, to evoke emotions, and to tell stories that resonate with players long after the credits roll.
For me, personally, it was an opportunity to explore the intersections of writing and narrative design. It was a chance to draw on my own experiences of childhood escapism and channel them into a story that others could connect with. It was a journey filled with challenges, but also one that was deeply rewarding.
In the end, "The Wild at Heart" is a testament to the power of collaboration, creativity, and a bit of good old-fashioned stubbornness. It stands as a reminder that even in the chaotic world of game development, it's possible to create something magical.
Conclusion
In conclusion, "The Wild at Heart" was a wild ride from start to finish. It was a project that pushed us to our limits, challenged us in unexpected ways, and ultimately, brought out the best in all of us. As the head writer, narrative designer, and dialogue programmer, I can say without hesitation that it was one of the most rewarding experiences of my career. And while the road was often bumpy, it was also filled with moments of joy, laughter, and creative breakthroughs. So here's to "The Wild at Heart," a game that will always hold a special place in my heart, and a reminder that sometimes, the wildest journeys are the ones worth taking.