Dogman, how do you write SO WELL!?!? I love all your characters and I need to know what/where you find inspo from...
Ha. Every writer is just someone who apes the creative processes of their inspirations. For video game writing specifically, there's two answers for me.
Toby Fox is always gonna be a huge inspiration for me. I've written plots and characters before and had to abandon ideas after realizing I'd accidentally written part of UT again. Even some of the ideas I used were undeniably inspired by UT in a subconscious way and ofc, I included several explicit references to UT in my last series. Toby's a very clever guy who likely pays very close attention to the art he consumes and tries to figure out how to maximize how much his work connects with his audience. Whatever his process is, it works.
The other answer is a lil funnier: Scott Cawthon, but specifically the legend, not the man. For context: Back in the earlier days of the FNaF fandom, people had a hyper-inflated view of Scott Cawthon's writing skills that largely came from how little of a presence he had back in those days. In the vacuum of Scott actually explaining his own process in detail, people got caught up in his genuinely creative way of hiding exposition in his games using cryptid and (then) unexpected methods, and a narrative formed (one that he's since refuted.)
While he never implied it tmk, fans broadly believed that he constructed these sweeping and complex narratives with tons of cohesive moving parts, with the games essentially acting like the mere tip of his lore iceberg. People even thought he wrote so much that he had whole games worth of lore outlined from the beginning! In the first Dawko interview he gave, he clarified that this wasn't the case and explained roughly what his process was (basically just outlining rough theme ideas + aesthetics for future titles.)
However, that legend made younger-me's mind run wild and any time I wrote a story, it became very difficult for me to not keep writing down ideas while completing the grunt work that followed me finishing my scripts. When I finished DSaF 1, I already had DSaF 2's draft written and by the time 2 was done, I had enough lore for a 3rd game on paper (and a lot more stuff that I didn't use.) By the time three was out, I had pages upon pages of unused concepts/story ideas and more or less just had to decide to call it quits or else I'd be pumping out entries forever!
That's why if you go back to those older games, there's references that directly refer to future plot-points in pretty casual/easy to miss ways. (Like Henry's mention in DSaF 1, Dave being heartless in DSaF 2, Jack being soulless in 1, and even Blackjack being Jack's soul in 2. Most of 3's major plotpoints are implied somewhere in 2 and some of 2's in 1.)
DT is much the same. By the time I finished writing it, I had fairly detailed drafts for arcs for each of the characters, some early material ended up getting completely recontextualized (and even modified in small ways to not conflict with the wider ideas I came up with.)
I get really into writing my stories/characters and I always wonder exactly how things ended up where they are, what characters think about but don't say, etc etc. This is why I have an obscene amount of Crown lore that I have very little to do with rn (since he impacted the whole world so deeply.)
This extra stuff also includes plenty of sequel material ideas, though I didn't think I'd even get a chance to use them since DT performed pretty meagerly before the big release and I was expecting to have to move onto something new. Though it turned out that Scott didn't actually write his games this way (by his own admission), it's the correct answer for what my core writing inspiration for writing game narratives is.
Hope this helps!
















