CAPTAIN CARRIE AND THE MONSTER SHIP (traditional)
Bible - This is a preschool adventure show co-created with Remy Labaki of Hey Daisy Moon Productions in Edinburgh about a young girl who captains a crew of monsters on a ship. They sail the Great Monster Bay in search of of monsters to help, with a social curriculum featuring traits like cooperation and perseverance. This is a traditional bible for a linear program.
Treatment for the episode “Bearied Treasure” - While we haven’t yet taken this treatment to the script stage, we are sharing it with broadcasters along with the bible as we pitch the show. The bible has other shorter episode summaries as well.
INES THE BRAVE (traditional)
Bible - This is a 4-8 comedy adventure that I created for Nouva Company in Tegucigalpa. The bible here, finished in September 2023, is a text-only version as delivered to the company for them to add art, which was underway while I was writing, and formatting. The production company is currently pitching the concept to broadcasters, and if produced it will be the first animated series from Honduras. The story is about the adventures of a girl, her two best friends, and the magical ghosts of her great-great-great grandparents as they bumble their way through modern Honduras.
HEY, THAT’S MY BONE (interactive)
Outline/flowchart - This is a text-based game for 7-10 year olds, written for Kinzoo Technologies in Vancouver, which has been played by over 7,000 users. It’s about a dog trying to get his bone back from a group of magical time-traveling Vikings. Each block represents a bit of text that’s delivered to the child as through a phone text. After reading this, they then have a binary choice that changes the direction of the story. Thus most blocks have one input and two outputs. The reader/player will progress through a unique narrative path depending on their choices. I wanted Act III, as the dog approaches his goal, to be particularly funny and chaotic; this is the mass of yellow and green blocks near the right-hand side, where inputs and outputs are much less ordered and include any number of possibilities. (The coloring was to assist me with continuity—keeping track of the MacGuffin, the dog’s bone, as it continually changes hands, so that in each text block either the Vikings grab it from the dog or he grabs it back from them.)
Script - This is the actual script, 184,000 words total, which matches the 418 text blocks above. For children playing the game each piece of the narrative is delivered like a phone text as though it’s a linear experience, with no numbering. The script format is obviously nonlinear but readers can still follow the story through the numbers at the top of each segment and those attached to each choice at the bottom. (The numbers appear twice at the top of each segment so that the coding team could use Word’s search function to jump around, since the automatically generated numbers are invisible to searching.) Thus you can read it with the flowchart open to track your trajectory through the branches and see a bit of my creative process, or just follow the numbers in this document like a Choose Your Own Adventure book. The script occasionally indicates a pause because Kinzoo Technologies wanted breaks built into the narrative so that it would take a few days for children to complete; I structured these narratively like the dog was going off to do something and would get back to the player in a while.